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In many American homes,
there is a reasonable chance
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00:03:53,393 --> 00:03:57,917
that the video game Nintendo is hooked
up to the television set you're watching.
5
00:03:57,918 --> 00:04:01,280
There were more Nintendos
bought for children last Christmas
6
00:04:01,281 --> 00:04:02,882
than any other gift.
7
00:04:02,883 --> 00:04:05,244
Die, please die.
Please die.
8
00:04:05,245 --> 00:04:09,448
And one in every three Japanese
homes has Nintendo as well.
9
00:04:09,449 --> 00:04:13,252
In some ways, Nintendo's
history is modern Japanese history.
10
00:04:13,253 --> 00:04:15,134
For most
of its 99-year history,
11
00:04:15,135 --> 00:04:18,177
Nintendo made board games
and playing cards.
12
00:04:18,178 --> 00:04:21,340
Traditional products
for a traditional way of life.
13
00:04:21,341 --> 00:04:25,185
In Japan and America,
tradition has given way to craze.
14
00:04:25,760 --> 00:04:29,440
Game preparation exercise!
One! Two!
15
00:04:29,520 --> 00:04:31,320
Three! Four! Five!
16
00:04:31,400 --> 00:04:34,560
Six! Wow!
17
00:04:34,955 --> 00:04:36,555
Nintendo
was very smart about it.
18
00:04:36,556 --> 00:04:40,119
They dipped their toe in the
market in 1984, in New York,
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00:04:40,120 --> 00:04:41,680
just 10% of the country,
20
00:04:41,681 --> 00:04:44,483
and established that there
was a market for quality gaming.
21
00:04:44,484 --> 00:04:46,926
They started with a very
high-end little robot,
22
00:04:46,927 --> 00:04:50,770
and they sold 100,000 in
New York in the first year.
23
00:04:51,411 --> 00:04:53,493
Up. Down.
24
00:04:55,816 --> 00:04:58,057
Right. Left.
25
00:04:58,058 --> 00:05:01,380
And Nintendo, I think, were
the first company to appreciate
26
00:05:01,381 --> 00:05:04,343
that they need to treat their
consumers as if they're selling them a toy,
27
00:05:04,344 --> 00:05:06,625
that needs to bring people
pleasure and joy.
28
00:05:06,626 --> 00:05:09,668
They worked very hard
with the retailers
29
00:05:09,669 --> 00:05:14,593
to get the products stocked and
distributed in breadth and depth.
30
00:05:14,594 --> 00:05:19,278
And the second thing is, they put a
huge amount of money behind Mario.
31
00:05:19,279 --> 00:05:20,921
Super Mario Brothers.
32
00:05:21,922 --> 00:05:24,683
It was a Nintendo-dominated
business.
33
00:05:24,684 --> 00:05:26,605
And I was working
at Sega at the time,
34
00:05:26,606 --> 00:05:30,729
and our market share
with the Master System was 4%.
35
00:05:30,730 --> 00:05:32,571
Nintendo had 94%
36
00:05:32,572 --> 00:05:36,175
and there was some Atari system
lingering on that had 2%.
37
00:05:36,176 --> 00:05:37,256
And 4%, that's crazy.
38
00:05:37,257 --> 00:05:38,737
That's Mom going to the store
39
00:05:38,738 --> 00:05:41,580
and buying a Master System
rather than an NES
40
00:05:41,581 --> 00:05:44,623
because she just doesn't know that
there are two types of systems out there.
41
00:05:44,624 --> 00:05:47,346
Sega really took time
to self-reflect,
42
00:05:47,347 --> 00:05:50,549
and they wanted to understand how
they could better tackle the market.
43
00:05:50,550 --> 00:05:52,992
They looked at where they
succeeded, where they failed,
44
00:05:52,993 --> 00:05:55,594
and they kind of reinvented
themselves a little bit.
45
00:05:55,595 --> 00:05:58,677
The reason, I think,
46
00:05:58,678 --> 00:06:03,362
Sega had any kind of
chance at all against Nintendo
47
00:06:03,363 --> 00:06:08,287
was because they had amazing
software development divisions.
48
00:06:08,288 --> 00:06:11,050
But their focus was arcade.
49
00:06:11,051 --> 00:06:14,773
I think Sega probably thought
that with the skills they have,
50
00:06:14,774 --> 00:06:17,376
there was another market
they could take their games to.
51
00:06:17,377 --> 00:06:21,020
We were going to try to leave
Nintendo with the younger kids
52
00:06:21,021 --> 00:06:25,905
and position ourself as the teen
and college-age machine.
53
00:06:25,906 --> 00:06:29,028
The Nintendo system's brain
is an 8-bit computer chip,
54
00:06:29,029 --> 00:06:31,951
a technology rapidly
becoming outmoded.
55
00:06:31,952 --> 00:06:36,835
Nintendo has a more powerful
16-bit system already hot in Japan,
56
00:06:36,836 --> 00:06:39,879
but it won't arrive in the
States till late next year.
57
00:06:44,724 --> 00:06:48,527
The 16-bit Genesis system
by Sega. Genesis does it all.
58
00:06:48,528 --> 00:06:51,370
"Sega does what Nintendon't."
59
00:06:51,371 --> 00:06:53,892
And so that was the famous
phrase that we had,
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00:06:53,893 --> 00:06:56,575
and we would show
different visuals
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00:06:56,576 --> 00:06:59,378
of something that we could do
with Sega Genesis
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00:06:59,379 --> 00:07:03,102
that Nintendo didn't do
with their 8-bit system.
63
00:07:03,103 --> 00:07:08,027
And so, we were very much going
after Nintendo right from the beginning.
64
00:07:08,028 --> 00:07:11,030
Sega's Genesis
is Nintendo's nemesis.
65
00:07:11,031 --> 00:07:15,955
It's one of two 16-bit systems
that are already in the US.
66
00:07:15,956 --> 00:07:18,317
Sega clearly hopes
to leapfrog Nintendo
67
00:07:18,318 --> 00:07:20,759
by touting 16-bit's advantages.
68
00:07:20,760 --> 00:07:23,922
There was an element in all
their marketing, all their promotion,
69
00:07:23,923 --> 00:07:25,764
their TV ads,
their print ads,
70
00:07:25,765 --> 00:07:28,047
where they went
for style over substance,
71
00:07:28,048 --> 00:07:31,931
and it almost made Nintendo
look a little bit dated.
72
00:07:34,414 --> 00:07:35,854
Sega!
73
00:07:35,855 --> 00:07:37,856
Sega's marketing campaign
absolutely resonated with me,
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00:07:37,857 --> 00:07:40,419
because being somebody
who was fairly tech-oriented
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00:07:40,420 --> 00:07:46,905
and interested in the advancement
of graphics, I wanted the best.
76
00:07:46,906 --> 00:07:50,869
I wanted experiences that were going
to surprise me, were going to take me
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00:07:50,870 --> 00:07:53,672
beyond what I had been playing
for the last four or five years.
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00:07:53,673 --> 00:07:58,357
So they promised that you
could get the arcade experience,
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00:07:58,358 --> 00:08:02,202
not in the arcade, but in your
home, through the Sega machines.
80
00:08:04,564 --> 00:08:08,567
So when the market moved
from 8-bit to 16-bit,
81
00:08:08,568 --> 00:08:11,970
with the introduction of
the Mega Drive/Genesis,
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00:08:11,971 --> 00:08:15,854
Super Nintendo/Super Famicom
devices in the late '80s,
83
00:08:15,855 --> 00:08:18,737
then we had a market
that was really taking off.
84
00:08:18,738 --> 00:08:21,940
The graphics were becoming
more realistic,
85
00:08:21,941 --> 00:08:25,424
the games were becoming deeper
and more sophisticated,
86
00:08:25,425 --> 00:08:28,267
and you had two companies
that were well financed,
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00:08:28,268 --> 00:08:31,510
that were taking each other on
in the marketplace.
88
00:08:31,511 --> 00:08:36,275
So, when you have two fighting
head-to-head, the whole market grows.
89
00:08:36,276 --> 00:08:40,999
And suddenly, games became a big
mass market entertainment proposition.
90
00:08:41,000 --> 00:08:44,323
Although the games themselves
were still relatively simple
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00:08:44,324 --> 00:08:47,726
and appealed to a relatively
narrow demographic,
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00:08:47,727 --> 00:08:49,889
everybody knew what Sega
and Nintendo was about.
93
00:09:06,586 --> 00:09:09,388
At Sega,
we knew at some point
94
00:09:09,389 --> 00:09:12,391
that cartridges with
a limited amount of memory,
95
00:09:12,392 --> 00:09:13,752
or very expensive memory,
96
00:09:13,753 --> 00:09:17,476
was going to have to
give way to optical media,
97
00:09:17,477 --> 00:09:19,438
where you had
much larger memory.
98
00:09:19,439 --> 00:09:20,999
Interesting.
99
00:09:21,000 --> 00:09:22,681
The encoded information
on this disc
100
00:09:22,682 --> 00:09:24,084
is read by a laser beam.
101
00:09:24,364 --> 00:09:25,524
Hmm.
102
00:09:25,525 --> 00:09:28,247
The problem was that
cartridges as a format
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00:09:28,248 --> 00:09:30,729
went up in increments
of about eight meg,
104
00:09:30,730 --> 00:09:33,692
and there's only so much
visual data you can get on those
105
00:09:33,693 --> 00:09:37,976
without the cartridge getting more
and more expensive for the consumer.
106
00:09:37,977 --> 00:09:39,618
So, consequently,
people felt
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00:09:39,619 --> 00:09:41,540
that if you're going to improve
the graphics or add the movies
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00:09:41,541 --> 00:09:42,901
that they felt
everyone wanted,
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00:09:42,902 --> 00:09:45,424
you had to do it
via streaming from a CD.
110
00:09:45,425 --> 00:09:48,707
So, Sega came in with this
bolt-on called the Mega-CD.
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00:09:48,708 --> 00:09:51,190
and it basically allowed you
to play CD games
112
00:09:51,191 --> 00:09:53,392
with your Mega Drive controller
113
00:09:53,393 --> 00:09:55,754
and using the processing power
of the Mega Drive.
114
00:09:55,755 --> 00:09:59,318
We were convinced that the
audience was going to want to enjoy
115
00:09:59,319 --> 00:10:03,162
music, animation,
full-motion video,
116
00:10:03,163 --> 00:10:05,205
and now we had
to develop games.
117
00:10:09,529 --> 00:10:10,849
Sony had approached us.
118
00:10:10,850 --> 00:10:13,091
They had a studio
down in Santa Monica.
119
00:10:13,092 --> 00:10:14,613
They wanted
to work with us,
120
00:10:14,614 --> 00:10:16,975
and they understood
that the future was going to be
121
00:10:16,976 --> 00:10:19,258
with some kind
of optical disc medium.
122
00:10:19,259 --> 00:10:25,344
Sony had ventured into
distribution of game software
123
00:10:25,345 --> 00:10:27,906
to line up with its
distribution of
124
00:10:27,907 --> 00:10:30,669
movie software
and music software.
125
00:10:30,670 --> 00:10:32,631
That was called
Sony Electronic Publishing.
126
00:10:32,632 --> 00:10:35,634
It was set up under
Sony of North America,
127
00:10:35,635 --> 00:10:38,517
who reported at the time
to Mickey Schulhof
128
00:10:38,518 --> 00:10:41,400
and the management of that,
Sony Electronic Publishing,
129
00:10:41,401 --> 00:10:43,762
was assigned to Olaf Olafsson.
130
00:10:43,763 --> 00:10:46,805
They not only built
a distribution network,
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00:10:46,806 --> 00:10:50,770
but they also built some in-house
game development capability.
132
00:10:57,337 --> 00:11:00,619
Sony Imagesoft
made mostly horrific,
133
00:11:00,620 --> 00:11:04,463
but sometimes really good,
but mostly terrible games
134
00:11:04,464 --> 00:11:07,105
for other platforms
based on Sony properties.
135
00:11:07,106 --> 00:11:09,107
More often than not,
Sony Pictures.
136
00:11:09,108 --> 00:11:12,511
So, we did, like, Dracula
Sega CD, which was horrible,
137
00:11:12,512 --> 00:11:15,073
and Last Action Hero,
and, like, Cliffhanger.
138
00:11:15,074 --> 00:11:17,316
And if you want to see one of
the ugliest games of all time,
139
00:11:17,317 --> 00:11:19,518
look at Cliffhanger
for Game Boy.
140
00:11:19,519 --> 00:11:23,482
It is just abysmally horrific
to look at and play.
141
00:11:23,483 --> 00:11:25,844
Every now and then we would
pump out an amazing game
142
00:11:25,845 --> 00:11:27,406
or publish an amazing game,
like...
143
00:11:27,407 --> 00:11:29,167
I thought Hook was great,
from the movie.
144
00:11:29,168 --> 00:11:32,090
We did a game called Skyblazer,
Equinox, Solstice.
145
00:11:32,091 --> 00:11:34,213
But more often than not,
they were terrible.
146
00:11:34,214 --> 00:11:38,777
And so, we formed an alliance
where we would each fund six games,
147
00:11:38,778 --> 00:11:40,859
and they would fund three
and we would fund three.
148
00:11:40,860 --> 00:11:43,222
Or it might've been eight, and we
funded four and they funded four.
149
00:11:43,223 --> 00:11:44,863
But it was something like that.
150
00:11:44,864 --> 00:11:47,907
And so, that was the deal
we struck with Sony.
151
00:11:51,231 --> 00:11:54,273
Don't you love the smell
of the sewers in the morning?
152
00:11:54,274 --> 00:11:56,875
They smell like victory!
153
00:11:56,876 --> 00:11:58,797
The trouble is that
the games that came with it
154
00:11:58,798 --> 00:12:01,880
were largely
just FMV exercises,
155
00:12:01,881 --> 00:12:05,484
so you ended up with Kriss
Kross: Mix Your Own Video,
156
00:12:05,485 --> 00:12:08,927
which was where you used the controller
to edit together Kriss Kross videos.
157
00:12:08,928 --> 00:12:10,569
And there was Night Trap,
158
00:12:10,570 --> 00:12:12,611
where you flicked between
a number of security cameras
159
00:12:12,612 --> 00:12:15,775
to save girls from these
bizarre kidnappers.
160
00:12:20,980 --> 00:12:22,581
But the quality of the
movies was so grainy,
161
00:12:22,582 --> 00:12:24,263
it immediately
took you out.
162
00:12:24,264 --> 00:12:26,465
So, on the one hand, you've
got the relatively pristine graphics
163
00:12:26,466 --> 00:12:27,946
of something like Road Rash,
164
00:12:27,947 --> 00:12:29,788
but in order to get
to Road Rash,
165
00:12:29,789 --> 00:12:33,712
you then have to go to
some dreadful movie, which is,
166
00:12:33,713 --> 00:12:37,156
you know, smeary and blurred, and
looks like an eighth-generation VHS.
167
00:12:49,969 --> 00:12:52,531
Ken Kutaragi had had
an incredible career
168
00:12:52,532 --> 00:12:55,213
inside of Sony
up to this point.
169
00:12:55,214 --> 00:12:58,937
He was very interested in sound
processing and signal processing,
170
00:12:58,938 --> 00:13:01,059
and inventing
new sound formats
171
00:13:01,060 --> 00:13:04,903
that were powerful and possible
with new silicon technologies.
172
00:13:04,904 --> 00:13:08,547
And that led to the
collaboration with Nintendo,
173
00:13:08,548 --> 00:13:11,109
where Sony made
the sound chip
174
00:13:11,110 --> 00:13:14,873
that went into the Super
Famicom and the Super Nintendo.
175
00:13:14,874 --> 00:13:16,274
Through the partnership
176
00:13:16,275 --> 00:13:19,117
on the sound chip
for the Super Nintendo,
177
00:13:19,118 --> 00:13:24,042
Sony and Nintendo entered into a
contract to develop some new technology.
178
00:13:24,043 --> 00:13:29,528
The first was going to be a disc
drive that Nintendo would sell,
179
00:13:29,529 --> 00:13:35,454
which would be an add-on to the
Super Famicom/Super Nintendo device.
180
00:13:35,455 --> 00:13:42,260
And Sony would sell a combined
console and drive, all in the same machine,
181
00:13:42,261 --> 00:13:45,704
that was called
the Sony PlayStation.
182
00:13:45,705 --> 00:13:49,468
So he was getting more
and more into console design,
183
00:13:49,469 --> 00:13:51,790
and Ken could see that
184
00:13:51,791 --> 00:13:54,192
putting console games on CDs
was the way forward.
185
00:13:54,193 --> 00:13:57,516
When they came to write up
the actual joint venture,
186
00:13:57,517 --> 00:14:00,038
Sony said, "Well,
we'll make the disc
187
00:14:00,039 --> 00:14:03,402
"and we'll charge the $8
royalty and collect it,
188
00:14:03,403 --> 00:14:05,964
"and, you know, we'll
figure out how to split that.
189
00:14:05,965 --> 00:14:08,006
"And you can make
the cartridges
190
00:14:08,007 --> 00:14:12,050
"and you can charge the
publisher the $8 royalty,
191
00:14:12,051 --> 00:14:15,293
"and then we can talk about
how we share the profits on that."
192
00:14:15,294 --> 00:14:17,697
And Nintendo said, "Wait
a minute. Stop the music.
193
00:14:18,458 --> 00:14:20,018
"We make the tollbooths.
194
00:14:20,019 --> 00:14:23,261
"You can make the discs, but
you're not making a tollbooth.
195
00:14:23,262 --> 00:14:24,783
"We make the tollbooths.
196
00:14:24,784 --> 00:14:27,786
"We'll sell the discs, just
like we sell the cartridges.
197
00:14:27,787 --> 00:14:30,749
"We'll charge the $8, whether
they buy a disc or a cartridge."
198
00:14:30,750 --> 00:14:33,592
Sony and Nintendo
were uneasy bedfellows,
199
00:14:33,593 --> 00:14:35,754
and I think that
Nintendo's view
200
00:14:35,755 --> 00:14:39,758
of what Sony's position was
in developing this thing for them
201
00:14:39,759 --> 00:14:43,602
differed from what Sony probably
hoped was going to be a foot in the door.
202
00:14:43,603 --> 00:14:46,925
Sony and Nintendo
were working together
203
00:14:46,926 --> 00:14:49,848
to come up
with the new hardware,
204
00:14:49,849 --> 00:14:53,612
but I think Sony
was a little too greedy,
205
00:14:53,613 --> 00:14:57,616
and tried to take over
almost everything.
206
00:14:57,617 --> 00:15:02,781
I think Nintendo realized they
were giving too much power to Sony
207
00:15:02,782 --> 00:15:07,385
in the manufacturing of
the discs for the platform.
208
00:15:07,386 --> 00:15:11,309
Sony had the right to license
other developers and publishers
209
00:15:11,310 --> 00:15:13,432
to create games
for the platform,
210
00:15:13,433 --> 00:15:16,074
and that was the real heart
of the business model
211
00:15:16,075 --> 00:15:18,517
between Sony and Nintendo.
212
00:15:18,518 --> 00:15:23,281
I negotiated with Mr. Idei,
the president of Sony,
213
00:15:23,282 --> 00:15:27,245
and told him,
"Let's go different ways."
214
00:15:27,246 --> 00:15:29,768
And in a surprise
announcement at CES,
215
00:15:29,769 --> 00:15:31,770
there was an announcement
that Nintendo would be
216
00:15:31,771 --> 00:15:33,251
joint-venturing with Philips
217
00:15:33,252 --> 00:15:35,333
on the disc part
of the device.
218
00:15:35,334 --> 00:15:37,856
It was very embarrassing
to Sony
219
00:15:37,857 --> 00:15:41,860
to have a relationship that they
thought was going to be with Nintendo
220
00:15:41,861 --> 00:15:44,743
and they were kicked out
and replaced by Philips,
221
00:15:44,744 --> 00:15:50,148
and that was the fuel that fired the
creation of the PlayStation business,
222
00:15:50,149 --> 00:15:53,952
and ultimately, possibly
looked back on in history
223
00:15:53,953 --> 00:15:56,354
as one of the biggest mistakes
Nintendo ever made,
224
00:15:56,355 --> 00:15:58,357
'cause they made
a monster of a competitor.
225
00:15:59,040 --> 00:16:03,280
I was still quite new, perhaps not even
a month had passed since my hiring
226
00:16:04,040 --> 00:16:07,440
when the atmosphere felt very different
than usual as I arrived at work one day.
227
00:16:08,240 --> 00:16:10,720
I thought that something must have
happened that would change everything
228
00:16:10,920 --> 00:16:12,680
bring about the end of an era.
229
00:16:12,760 --> 00:16:15,920
I asked what had happened, and was told
that we had been informed that
230
00:16:19,320 --> 00:16:21,480
Nintendo had decided to go it alone
231
00:16:23,000 --> 00:16:25,720
Even when the joint project
232
00:16:26,080 --> 00:16:28,960
with Nintendo was cancelled
233
00:16:29,760 --> 00:16:32,800
Kutaragi-san said that we at Sony
234
00:16:34,000 --> 00:16:36,160
should make the system ourselves.
235
00:16:36,600 --> 00:16:39,120
Something that Kutaragi-san said then
236
00:16:39,200 --> 00:16:43,440
something that influences me even now
237
00:16:43,760 --> 00:16:46,520
is that we may not have
the greatest chance at success
238
00:16:46,840 --> 00:16:49,800
but it's not like failing here would
cost us our lives or anything
239
00:16:49,880 --> 00:16:51,060
so we should just go for it.
240
00:16:51,611 --> 00:16:57,495
And so, when Ken put together his
plan for a new standalone console
241
00:16:57,496 --> 00:16:59,778
that would be,
eventually, the PlayStation,
242
00:16:59,779 --> 00:17:04,462
and he took that to the
then-president of Sony, Norio Ohga,
243
00:17:04,463 --> 00:17:08,186
and said, "Could I have your
support to make this happen?"
244
00:17:08,187 --> 00:17:11,710
Ohga -san, who had obviously
been deeply embarrassed
245
00:17:11,711 --> 00:17:14,472
by the relationship
breakdown with Nintendo,
246
00:17:14,473 --> 00:17:16,355
said, "Yes, you have
whatever you need."
247
00:18:11,010 --> 00:18:13,051
This was still
a secret project.
248
00:18:13,052 --> 00:18:14,933
It was a skunkworks,
if you will.
249
00:18:14,934 --> 00:18:17,856
It was called Computer
Entertainment Project Number One.
250
00:18:17,857 --> 00:18:23,461
But that was 30 or 40 people in a
building on Aoyama Dori in Tokyo
251
00:18:23,462 --> 00:18:25,103
that were starting to plan
252
00:18:25,104 --> 00:18:28,908
what would become both
the company and the product.
253
00:18:33,312 --> 00:18:34,754
The New Generation.
254
00:18:36,395 --> 00:18:39,998
New generation system,
new generation games,
255
00:18:39,999 --> 00:18:42,440
and a new generation of value.
256
00:18:42,441 --> 00:18:47,485
They're all part of the Sega
generation for the '90s.
257
00:18:47,486 --> 00:18:51,770
The Sega generation begins with
the 16-bit technology of Genesis.
258
00:18:51,771 --> 00:18:55,934
When we were looking for the
next generation after Genesis,
259
00:18:55,935 --> 00:18:59,577
it was quite an interesting
and difficult challenge.
260
00:18:59,578 --> 00:19:01,740
In terms of the Saturn...
261
00:19:01,741 --> 00:19:04,743
The head of development at Sega of
America was a guy named Joe Miller,
262
00:19:04,744 --> 00:19:08,146
and he was very concerned
about the chipset
263
00:19:08,147 --> 00:19:12,110
that Sega Japan was going
to use for the Saturn.
264
00:19:12,111 --> 00:19:15,593
He was concerned that
it wasn't quite good enough,
265
00:19:15,594 --> 00:19:19,718
in terms of an advancement
over 16-bit.
266
00:19:19,719 --> 00:19:22,961
So, that was one part
of the Saturn development.
267
00:19:22,962 --> 00:19:25,123
Another part
of the Saturn development
268
00:19:25,124 --> 00:19:29,247
was introducing what was
going on with Saturn to Sony.
269
00:19:29,248 --> 00:19:33,732
Sony, now, was our very strong
partner in developing third-party titles,
270
00:19:33,733 --> 00:19:37,135
particularly, obviously,
those CD-ROM titles.
271
00:19:37,136 --> 00:19:39,017
And so, they wanted
to be involved in
272
00:19:39,018 --> 00:19:41,139
the development of
the next hardware system.
273
00:19:41,140 --> 00:19:42,741
Well, this made
sense to me.
274
00:19:42,742 --> 00:19:45,784
Olaf Olafsson
was exec VP at Sony
275
00:19:45,785 --> 00:19:48,226
and Mickey Schulhof
was president of Sony America,
276
00:19:48,227 --> 00:19:49,948
and there were some
technical guys.
277
00:19:49,949 --> 00:19:52,350
And we all thought
this was a pretty good idea,
278
00:19:52,351 --> 00:19:56,594
to have a combined hardware
system, Sony/Sega or Sega/Sony,
279
00:19:56,595 --> 00:19:58,917
because we all knew we
didn't make money on hardware.
280
00:19:58,918 --> 00:20:03,762
Why not do a combined system
and make your money on software?
281
00:20:03,763 --> 00:20:05,603
Well, I thought
this was brilliant,
282
00:20:05,604 --> 00:20:09,047
because we were certainly
better at developing software
283
00:20:09,048 --> 00:20:10,448
than Sony was
in those days,
284
00:20:10,449 --> 00:20:12,330
whether you're talking
about Sega of America
285
00:20:12,331 --> 00:20:14,132
or Sega Japan or Sega Europe.
286
00:20:14,133 --> 00:20:17,215
And so, this meant that if we
could have a hardware system
287
00:20:17,216 --> 00:20:20,098
where we split the loss
on the hardware
288
00:20:20,099 --> 00:20:22,901
and each made profit
off of our own software,
289
00:20:22,902 --> 00:20:24,382
brilliant for Sega.
290
00:20:24,383 --> 00:20:26,184
This had to be a win-win.
291
00:20:26,185 --> 00:20:29,347
And so, I wanted
very much to do this,
292
00:20:29,348 --> 00:20:31,950
and interestingly,
so did Sony of America.
293
00:20:31,951 --> 00:20:34,352
When we explained it
to Nakayama-san,
294
00:20:34,353 --> 00:20:35,794
he thought
it was a terrible idea.
295
00:20:35,795 --> 00:20:37,876
He did not want to do it.
296
00:20:37,877 --> 00:20:40,718
He said, "Sony doesn't know
anything about the video game business.
297
00:20:40,719 --> 00:20:43,681
"Why should we help them?
Let's not do this."
298
00:20:43,682 --> 00:20:48,287
So, I was very disappointed, and I
wasn't happy about Saturn as it was.
299
00:21:04,183 --> 00:21:06,544
So, 3DO
was really the device
300
00:21:06,545 --> 00:21:09,467
that announced that
they were, in a big way,
301
00:21:09,468 --> 00:21:12,831
going to start making
CD-ROM-based video game machines.
302
00:21:12,832 --> 00:21:15,593
There was another system
called the TurboDuo,
303
00:21:15,594 --> 00:21:18,436
but it came out in Japan,
and it had a CD-ROM player.
304
00:21:18,437 --> 00:21:22,120
Now, it was the first time on a video
game I heard an actual audio score,
305
00:21:22,121 --> 00:21:24,682
like an orchestra
or like a band, right?
306
00:21:24,683 --> 00:21:26,325
It was real music, not...
307
00:21:27,526 --> 00:21:29,367
You know, not chip music,
308
00:21:29,368 --> 00:21:31,730
but it was real recorded music
being played back.
309
00:21:45,945 --> 00:21:48,266
And the fidelity of the graphics
was a little better.
310
00:21:48,267 --> 00:21:52,110
So, the announcement of the
3DO meant the power was there,
311
00:21:52,111 --> 00:21:55,553
and the capacity
to store on a disc
312
00:21:55,554 --> 00:21:58,917
was suddenly 600 megabytes,
not 512K.
313
00:21:58,918 --> 00:22:00,879
The 3DO was a stepping stone.
314
00:22:00,880 --> 00:22:04,883
I mean, it didn't quite have
enough power to create 3D games
315
00:22:04,884 --> 00:22:06,724
but it was being
billed as such.
316
00:22:06,725 --> 00:22:09,928
It was, I have to say, a very
difficult hardware to work with.
317
00:22:09,929 --> 00:22:14,212
It wasn't based on triangles.
It was based on twisted squares.
318
00:22:14,213 --> 00:22:17,615
I've never seen anything
like that before or since.
319
00:22:17,616 --> 00:22:21,579
And the sales were just
miserable as well.
320
00:22:21,580 --> 00:22:25,463
Only sold, if I remember,
about one million units.
321
00:22:25,464 --> 00:22:29,667
Most of which had to do with the
$700 price point for the console.
322
00:22:29,668 --> 00:22:32,510
I mean, if you put that in
today's dollars, with inflation,
323
00:22:32,511 --> 00:22:34,792
that's got to be
close to $1,500.
324
00:22:34,793 --> 00:22:38,796
The pitching was very... You know,
it was going to be the next big thing.
325
00:22:38,797 --> 00:22:43,121
It really wasn't,
and it was limited.
326
00:22:43,122 --> 00:22:48,686
I think most of those, either
the CD-i or the Marty or the 3DO,
327
00:22:48,687 --> 00:22:51,209
were just a little bit
ahead of reality.
328
00:22:51,210 --> 00:22:53,731
All you had to do was have a
basic understanding of computing
329
00:22:53,732 --> 00:22:56,975
to know that it would all be
about capacity of memory,
330
00:22:56,976 --> 00:22:58,736
of how much you could
fit on a disc,
331
00:22:58,737 --> 00:23:01,419
and then the capacity
and performance of chips
332
00:23:01,420 --> 00:23:04,222
to know how well you could
make things look or move
333
00:23:04,223 --> 00:23:06,304
with that ability of the chips.
334
00:23:06,305 --> 00:23:08,666
But I had lost
faith in 3DO,
335
00:23:08,667 --> 00:23:10,788
because, really, it was
an underpowered system.
336
00:23:10,789 --> 00:23:14,792
And at that time...
So, this is in '92, '93...
337
00:23:14,793 --> 00:23:19,757
I started to hear rumblings that Sony
was considering building their machine.
338
00:23:19,758 --> 00:23:22,560
And that was a real consumer
electronics player, right?
339
00:23:22,561 --> 00:23:26,844
Like, not just a video game
company, not a small Coleco,
340
00:23:26,845 --> 00:23:31,889
not a dedicated game company,
like Sega or Nintendo,
341
00:23:31,890 --> 00:23:35,934
but a big media and consumer
electronics powerhouse
342
00:23:35,935 --> 00:23:37,256
was getting into the industry.
343
00:24:22,440 --> 00:24:25,640
PlayStation came from
the word "work station"
344
00:24:26,560 --> 00:24:28,320
a computer with a large screen
345
00:24:28,920 --> 00:24:32,560
and multiple programs installed
346
00:24:33,120 --> 00:24:34,840
so the user can do a variety of work.
347
00:24:35,600 --> 00:24:37,520
These aren't specialist devices.
348
00:24:39,800 --> 00:24:42,920
Similarly, the PlayStation would
349
00:24:43,360 --> 00:24:44,520
be able to play a variety of games.
350
00:24:45,200 --> 00:24:47,800
We wanted to do not just games
351
00:24:48,480 --> 00:24:51,480
but also work with
music and communications.
352
00:24:52,840 --> 00:24:57,640
the name of the device became PlayStation.
Given these requests
353
00:24:57,936 --> 00:25:01,819
So, the original specification
for the PlayStation
354
00:25:01,820 --> 00:25:05,903
was taking some real-time
3D chipset technology
355
00:25:05,904 --> 00:25:09,347
that had been developed
in something called System G.
356
00:25:09,348 --> 00:25:14,712
And System G was a real-time
3D toolset for broadcast television,
357
00:25:14,713 --> 00:25:17,475
for the kind of rotating,
spinning graphics
358
00:25:17,476 --> 00:25:20,078
that you would see on sports
programs or news programs.
359
00:25:20,079 --> 00:25:21,839
Live television, basically.
360
00:25:21,840 --> 00:25:24,042
And that was
a couple of engineers
361
00:25:24,043 --> 00:25:28,326
who were really quite advanced
in thinking about real-time 3D,
362
00:25:28,327 --> 00:25:32,530
and what that could mean in
the home got Ken very excited.
363
00:25:32,531 --> 00:25:34,572
And then, marrying that
364
00:25:34,573 --> 00:25:40,218
with Sony's obvious prowess
in CD and CD-ROM technology.
365
00:25:40,219 --> 00:25:42,940
And they also had
an in-house experience
366
00:25:42,941 --> 00:25:47,145
with building computers
based on MIPS processors,
367
00:25:47,146 --> 00:25:51,149
so they were able to draw on
two or three different technologies.
368
00:25:51,150 --> 00:25:54,192
Obviously, sound was a strong
part of Sony's background.
369
00:25:54,193 --> 00:25:57,034
And they brought all of those
technologies together
370
00:25:57,035 --> 00:25:59,277
into the one device.
371
00:25:59,278 --> 00:26:02,160
The guts of the machine
was fairly off-the-shelf parts,
372
00:26:02,161 --> 00:26:06,244
in terms of using
a RISC chip, 3000A,
373
00:26:06,245 --> 00:26:08,366
and other components.
374
00:26:08,367 --> 00:26:10,728
But the secret sauce was some of
the bespoke elements that we added.
375
00:26:10,729 --> 00:26:13,050
So we had a special sound chip,
376
00:26:13,051 --> 00:26:17,975
and with the graphics chip, the GPU,
we had special hardware to handle things
377
00:26:17,976 --> 00:26:20,658
like geometry transforms.
There was GTE.
378
00:26:20,659 --> 00:26:24,502
And also, some bespoke math
as well. Some special caches.
379
00:26:24,503 --> 00:26:27,265
And on the CPU as well,
we had extra hardware support
380
00:26:27,266 --> 00:26:29,347
for actually rendering
movies in real-time.
381
00:26:29,348 --> 00:26:31,549
So streaming those
off the disc as well.
382
00:26:31,550 --> 00:26:35,674
And the idea that you
could have a MIPS processor
383
00:26:37,276 --> 00:26:38,436
in a home console...
384
00:26:38,437 --> 00:26:42,400
Never mind in a workstation.
In a home console.
385
00:26:42,401 --> 00:26:46,804
And on top of that, have 3D graphics
functionality and amazing audio...
386
00:26:46,805 --> 00:26:48,406
It was nuts.
387
00:26:48,407 --> 00:26:52,170
This was Sony's and PlayStation's
first entrance into the market.
388
00:26:52,171 --> 00:26:54,492
And, of course, you had Sega
and Nintendo, who were fantastic,
389
00:26:54,493 --> 00:26:56,374
knew what they were
doing as well.
390
00:26:56,375 --> 00:27:00,017
And I think... If you are
going to enter a new market,
391
00:27:00,018 --> 00:27:02,420
you have to do things
differently.
392
00:27:02,421 --> 00:27:05,903
We knew we needed the
best creators on the platform
393
00:27:05,904 --> 00:27:07,905
to make the best
games possible.
394
00:27:07,906 --> 00:27:11,189
There was
a need to pursue
395
00:27:11,190 --> 00:27:15,554
a positive, a proactive
relationship with third parties,
396
00:27:16,515 --> 00:27:19,036
which in the world
of Nintendo and Sega
397
00:27:19,037 --> 00:27:22,480
was seen as really
a thorn in their side.
398
00:27:22,481 --> 00:27:26,003
You know, like mosquitoes,
399
00:27:26,004 --> 00:27:29,046
that really just got in
the way of shelf space
400
00:27:29,047 --> 00:27:32,370
that they could've had for
their super rock star developers,
401
00:27:32,371 --> 00:27:34,091
their in-house people.
402
00:27:34,092 --> 00:27:36,614
So, it was clear that
403
00:27:36,615 --> 00:27:41,859
without some anchor, tentpole
titles from our first-party studios,
404
00:27:41,860 --> 00:27:47,385
we had to rely totally on other
people's money, other people's support.
405
00:27:47,386 --> 00:27:51,309
PlayStation seemed
to have a hit list
406
00:27:51,310 --> 00:27:54,312
of all the people they
needed to get on board,
407
00:27:54,313 --> 00:27:57,075
in order to have
a great launch here.
408
00:28:12,491 --> 00:28:14,852
They spoke to everybody,
and they made sure
409
00:28:14,853 --> 00:28:16,294
that there was
no barrier to entry.
410
00:28:16,295 --> 00:28:20,017
They went to Konami, they
went to Namco, they went to Irem.
411
00:28:20,018 --> 00:28:22,780
They went to all these
companies and they said,
412
00:28:22,781 --> 00:28:25,583
"Here's what we want to do.
We want you involved."
413
00:28:25,584 --> 00:28:29,987
And after people dealing with
Nintendo, who could be quite tricksy,
414
00:28:29,988 --> 00:28:31,309
this was a breath
of fresh air.
415
00:28:31,310 --> 00:28:33,070
The fact that
Namco was dominating
416
00:28:33,071 --> 00:28:34,832
the arcade scenes
at the time
417
00:28:34,833 --> 00:28:37,355
meant there was a huge,
rich early portfolio
418
00:28:37,356 --> 00:28:39,797
of tried and tested
video game experiences,
419
00:28:39,798 --> 00:28:41,999
which were incredibly
important to Sony
420
00:28:42,000 --> 00:28:45,604
in terms of working towards trying
to adopt those onto the PlayStation.
421
00:28:45,680 --> 00:28:51,320
I went along with them, meeting all these
developers and other employees
422
00:28:51,600 --> 00:28:58,440
and my role there was to take notes
for everyone.
423
00:28:59,800 --> 00:29:04,880
That was before everything.
424
00:29:06,000 --> 00:29:08,880
When the PlayStation had just
got its start as a business
425
00:29:09,400 --> 00:29:11,640
these meetings were very important
for Sony.
426
00:29:13,040 --> 00:29:17,560
I think that my name is probably
on each set of notes there.
427
00:29:19,080 --> 00:29:21,000
That was another one of my jobs then.
428
00:29:21,440 --> 00:29:24,241
And they talked about the
technology that they would want,
429
00:29:24,242 --> 00:29:27,044
they would talk about the
business model that they want.
430
00:29:27,045 --> 00:29:29,927
And we quite quickly
evolved this mantra
431
00:29:29,928 --> 00:29:35,413
that if we as a platform can be
the creative choice of the developers
432
00:29:35,414 --> 00:29:38,215
and the commercial choice
of the publishers,
433
00:29:38,216 --> 00:29:41,339
then we have a chance
of success.
434
00:29:41,340 --> 00:29:44,582
And we got feedback from a
number of the companies saying,
435
00:29:44,583 --> 00:29:47,104
"If you get
to a million units,
436
00:29:47,105 --> 00:29:49,026
"then we will
support you."
437
00:29:49,027 --> 00:29:52,189
And I think that
was set as a target
438
00:29:52,190 --> 00:29:56,273
that was impossible in their
mind for Sony to achieve.
439
00:29:56,274 --> 00:30:00,918
And so, we promised that we
would do a million units in Japan.
440
00:30:00,919 --> 00:30:04,161
And then we had some other
conversations that were much more mundane,
441
00:30:04,162 --> 00:30:06,764
but, actually, possibly
even more impactful.
442
00:30:06,765 --> 00:30:09,447
In the graphics chip
of the PlayStation One
443
00:30:09,448 --> 00:30:11,248
is a unique graphics mode.
444
00:30:11,249 --> 00:30:14,051
And the only reason
that graphics mode is there
445
00:30:14,052 --> 00:30:18,856
is to allow Capcom to more easily port
their arcade games to the PlayStation.
446
00:30:18,857 --> 00:30:21,699
Sega and Nintendo
had a decade or more
447
00:30:21,700 --> 00:30:24,822
to develop an in-house
development capability.
448
00:30:24,823 --> 00:30:26,303
Sony had very little.
449
00:30:26,304 --> 00:30:28,145
Just a little bit
from Electronic Publishing,
450
00:30:28,146 --> 00:30:32,670
some from Psygnosis,
and one or two in Japan.
451
00:30:32,671 --> 00:30:37,435
The rationale behind
the acquisition of Psygnosis
452
00:30:37,436 --> 00:30:40,998
was that Sony Imagesoft
in the US
453
00:30:40,999 --> 00:30:43,441
was looking for more
and more development talent
454
00:30:43,442 --> 00:30:45,483
for its games.
455
00:30:45,484 --> 00:30:48,406
Psygnosis had developed
some really clever technology
456
00:30:48,407 --> 00:30:52,129
to do with streaming of data
and video from CD-ROMs,
457
00:30:52,130 --> 00:30:56,213
initially working on devices
like the FM Towns in Japan,
458
00:30:56,214 --> 00:30:58,456
but then also on Sega CD,
459
00:30:58,457 --> 00:31:00,898
which Sony
was a big supporter of,
460
00:31:00,899 --> 00:31:05,262
because it used our CD
manufacturing capabilities.
461
00:31:05,263 --> 00:31:09,947
And so, Psygnosis was eventually
acquired by the US division of Sony
462
00:31:09,948 --> 00:31:12,910
in the early part of 1993,
463
00:31:12,911 --> 00:31:15,152
and then they were one
of the early developers
464
00:31:15,153 --> 00:31:17,354
who were helping
to create games
465
00:31:17,355 --> 00:31:19,757
at the beginning
of PlayStation.
466
00:31:19,758 --> 00:31:23,240
And Sony, actually, at the
time, didn't do acquisitions.
467
00:31:23,241 --> 00:31:27,445
I think we were about their
eighth acquisition lifetime.
468
00:31:27,446 --> 00:31:30,888
We were sold to by Olaf Olafsson
and Mickey Schulhof,
469
00:31:30,889 --> 00:31:33,451
who clearly had
a passion to innovate.
470
00:31:33,452 --> 00:31:36,253
We didn't know why they had
this passion to innovate at the time.
471
00:31:36,254 --> 00:31:39,216
Anyway, the transaction
completed.
472
00:31:39,217 --> 00:31:41,659
A couple of weeks later,
we're on a plane to Tokyo,
473
00:31:41,660 --> 00:31:44,101
and we're introduced
to this...
474
00:31:44,102 --> 00:31:46,464
I can only describe it
as a busted photocopier.
475
00:31:46,465 --> 00:31:50,588
A huge cabinet with chips
and wires hanging out of it,
476
00:31:50,589 --> 00:31:53,432
bit of a controller, and the
famous dinosaur's head.
477
00:31:57,275 --> 00:31:59,677
So, we looked at this
strange piece of hardware,
478
00:31:59,678 --> 00:32:01,839
and, of course,
it lit up for me.
479
00:32:01,840 --> 00:32:04,482
We just couldn't wait
to get our hands on this thing.
480
00:32:04,483 --> 00:32:09,727
And it became very clear early
on that it was slightly ill-conceived
481
00:32:09,728 --> 00:32:12,490
for mass-market development
and deployment
482
00:32:12,491 --> 00:32:14,171
into the development
community.
483
00:32:14,172 --> 00:32:17,414
And also the hardware itself
was a bit odd in some ways,
484
00:32:17,415 --> 00:32:21,979
because it had really been designed
as using the CD like a pseudo cartridge.
485
00:32:21,980 --> 00:32:24,702
So, you put the CD in,
you load the game,
486
00:32:24,703 --> 00:32:26,584
you take the CD out.
487
00:32:26,585 --> 00:32:30,067
That wasn't where we thought
that piece of hardware should go.
488
00:32:30,068 --> 00:32:32,831
So, we recommended
up-spec'ing the CD.
489
00:32:33,231 --> 00:32:34,912
More memory.
490
00:32:34,913 --> 00:32:39,436
Which was well-received by the
engineers in Japan, I have to say.
491
00:32:39,437 --> 00:32:41,159
Ken Kutaragi,
in particular.
492
00:32:42,921 --> 00:32:45,282
So the PlayStation
started to take shape.
493
00:32:45,283 --> 00:32:49,487
Ian would always come in and
say excited things, like, you know,
494
00:32:49,488 --> 00:32:52,049
he's seen amazing technology
at some meeting
495
00:32:52,050 --> 00:32:55,092
or some conference or whatever.
496
00:32:55,093 --> 00:32:58,576
But I remember everyone
getting very excited about
497
00:32:58,577 --> 00:33:02,259
the delivery
of this new item.
498
00:33:02,260 --> 00:33:03,781
And it was huge,
499
00:33:03,782 --> 00:33:05,743
and it was covered in fans,
just strapped to it.
500
00:33:05,744 --> 00:33:09,106
And it made a hell of a noise
when you fired it up.
501
00:33:09,107 --> 00:33:13,110
And it was the very first
dev kit of the PlayStation.
502
00:33:13,111 --> 00:33:14,912
So, they did their homework.
503
00:33:14,913 --> 00:33:19,036
It wasn't just that they knew what
kind of machine needed to be built.
504
00:33:19,037 --> 00:33:23,320
It wasn't just that they knew what
kind of services they needed to provide.
505
00:33:23,321 --> 00:33:25,723
They knew which partners
they needed to target.
506
00:33:25,724 --> 00:33:28,045
And that's the hardest
thing of all. And they nailed it.
507
00:33:28,046 --> 00:33:30,608
Our approach was to
be as open as we could
508
00:33:30,609 --> 00:33:33,090
to be hands-on,
to go and visit them,
509
00:33:33,091 --> 00:33:35,052
to create
developer conferences,
510
00:33:35,053 --> 00:33:38,295
and really act in a way that
maybe hadn't been seen before,
511
00:33:38,296 --> 00:33:41,859
in terms of actually
helping developers understand
512
00:33:41,860 --> 00:33:44,622
what we wanted to do, and
helping them to get there as well.
513
00:33:44,623 --> 00:33:49,667
I was inspired by what I had experienced
at the 3DO developers' conference
514
00:33:49,668 --> 00:33:53,911
in San Francisco, or near
San Francisco, in late 1992.
515
00:33:53,912 --> 00:33:56,513
And what I saw was,
for the first time,
516
00:33:56,514 --> 00:34:00,598
they were treating the creators
like rock stars.
517
00:34:00,599 --> 00:34:03,200
And they realized that
the creative community
518
00:34:03,201 --> 00:34:08,566
was more important than talking
to the execs of the publishers.
519
00:34:08,567 --> 00:34:11,769
And we took the same model,
we expanded upon it,
520
00:34:11,770 --> 00:34:15,212
and we focused a lot of our efforts
on making great developer tools,
521
00:34:15,213 --> 00:34:18,856
and making the developer
experience the best that it could be,
522
00:34:18,857 --> 00:34:22,059
because we know that creative
people have a choice.
523
00:34:22,060 --> 00:34:24,862
They can choose what
platforms to work on,
524
00:34:24,863 --> 00:34:29,146
and they can choose which
platforms to put their best people on.
525
00:34:29,147 --> 00:34:33,751
And we knew that if we could make
working on PlayStation a great experience,
526
00:34:33,752 --> 00:34:38,636
we would get the best people, and
the best people make the best games.
527
00:34:38,637 --> 00:34:44,041
Sony was going around talking to the
Capcoms and the Konamis of the world.
528
00:34:44,042 --> 00:34:47,084
I believe we were lumped into
that group of meetings,
529
00:34:47,085 --> 00:34:50,127
and in that, someone came
to the Sony Music offices,
530
00:34:50,128 --> 00:34:52,049
where we were working
at Sony Imagesoft,
531
00:34:52,050 --> 00:34:54,812
from Sony and said,
"Here's this VHS tape.
532
00:34:54,813 --> 00:34:56,293
"This is what
PlayStation is
533
00:34:56,294 --> 00:34:58,495
"and this is what Sony's
going to be making,
534
00:34:58,496 --> 00:35:01,659
"and you guys are now going to be
putting all your stuff on PlayStation."
535
00:35:01,660 --> 00:35:03,821
And that tape was wild.
536
00:35:03,822 --> 00:35:05,502
Jurassic Park
was huge at the time.
537
00:35:05,503 --> 00:35:07,384
Everybody talked
about the dinosaur,
538
00:35:07,385 --> 00:35:10,387
and when you actually saw it
in real-time in 3D,
539
00:35:10,388 --> 00:35:13,071
for the time, you were like,
"Holy cow, this is amazing."
540
00:35:18,720 --> 00:35:24,040
Sony gave us this demonstration
of a dinosaur. It was a T-rex head.
541
00:35:24,120 --> 00:35:30,160
And they told us how it would move around
in real-time CG.
542
00:35:31,200 --> 00:35:36,480
Of course, we were making games
at the time, but we were also film fans,
543
00:35:37,240 --> 00:35:42,560
and the CG in Jurassic Park
had made a huge impact.
544
00:35:43,520 --> 00:35:47,560
To see the same kind of visual depictions
from Jurassic Park,
545
00:35:48,640 --> 00:35:51,400
actually moving around
in Sony's Tyrannosaurus demo,
546
00:35:51,480 --> 00:35:53,720
on this platform called PlayStation.
547
00:35:53,880 --> 00:35:56,960
That left a very lasting impression on us.
548
00:35:57,155 --> 00:35:59,596
As a viewer of the tape,
we're envisioning
549
00:35:59,597 --> 00:36:02,680
"It's going to be that dinosaur
fighting a pterodactyl,
550
00:36:02,681 --> 00:36:05,202
"and there's going to be
beautiful waterfalls in lush jungles,"
551
00:36:05,203 --> 00:36:09,326
and it's like, "Well, actually,
everything the PlayStation can do
552
00:36:09,327 --> 00:36:12,129
"is just to make that dinosaur
against a black background.
553
00:36:12,130 --> 00:36:13,771
"It can't do anything else.
554
00:36:13,772 --> 00:36:16,333
"But we want to at least show you
that we can do this cool dinosaur."
555
00:36:16,334 --> 00:36:19,576
But then it went on
to show you actual games,
556
00:36:19,577 --> 00:36:21,739
either in development
or proof of concepts.
557
00:36:21,740 --> 00:36:23,460
And it showed Jumping Flash!
558
00:36:23,461 --> 00:36:26,263
And that was the first time
I'd ever actually thought
559
00:36:26,264 --> 00:36:29,586
that you could break the
bounds of that, really, at the point,
560
00:36:29,587 --> 00:36:34,391
getting very tired, stale, 2D,
side-scroll way of expressing a game,
561
00:36:34,392 --> 00:36:36,834
and suddenly you have
this massive verticality
562
00:36:36,835 --> 00:36:39,036
and this robot rabbit
is jumping
563
00:36:39,037 --> 00:36:41,358
what seemed to be
thousands of feet in the air.
564
00:36:41,359 --> 00:36:46,243
And there was a JRPG and it
looked like a hand-drawn cartoon.
565
00:36:46,244 --> 00:36:48,525
And when they went into
battle sequences,
566
00:36:48,526 --> 00:36:51,248
it was like you were watching
an anime sequence
567
00:36:51,249 --> 00:36:53,650
of like, camera cuts
and beautiful effects.
568
00:36:53,651 --> 00:36:56,093
That was what got me
excited enough to say,
569
00:36:56,094 --> 00:36:58,215
"This industry's about
to get super exciting,
570
00:36:58,216 --> 00:37:02,179
"because it feels now
like you can express games
571
00:37:02,180 --> 00:37:08,145
"in a much more dynamic and
exciting and cinematic way,"
572
00:37:08,146 --> 00:37:11,468
that really, before I knew
much about pure game design,
573
00:37:11,469 --> 00:37:15,753
just at a surface level, it was like,
"Wow, that is so crazy exciting,"
574
00:37:15,754 --> 00:37:18,075
that this tape is basically
saying to us,
575
00:37:18,076 --> 00:37:22,319
"Hey, game creators,
we are about to allow players
576
00:37:22,320 --> 00:37:24,442
"to literally step
into these worlds."
577
00:37:25,000 --> 00:37:27,440
How many colours you could use
578
00:37:27,720 --> 00:37:29,840
was always a question then.
579
00:37:30,560 --> 00:37:32,560
Moving into an era
580
00:37:32,640 --> 00:37:34,600
where you could use all these colours
581
00:37:34,680 --> 00:37:36,560
as well as polygons and textures
582
00:37:36,640 --> 00:37:38,120
really was like a dream to me.
583
00:37:38,200 --> 00:37:40,360
If felt that if I could do all that
584
00:37:41,120 --> 00:37:44,880
then I could make the 3D Metal Gear
585
00:37:45,400 --> 00:37:48,480
that I had wanted to
586
00:37:48,560 --> 00:37:50,880
since the days of the MSX
but was unable to.
587
00:37:51,520 --> 00:37:55,160
Though changing the colouring
was a scary idea.
588
00:37:56,120 --> 00:37:59,560
When I saw the PlayStation presentation
589
00:37:59,640 --> 00:38:02,280
I saw that I would be able
590
00:38:03,040 --> 00:38:05,520
to make the game that I really wanted
591
00:38:05,600 --> 00:38:09,400
with a full set of colours and polygons.
592
00:38:10,000 --> 00:38:11,760
That idea was really shocking to me.
593
00:38:11,840 --> 00:38:14,480
I mean in a positive sense of the word.
594
00:38:14,800 --> 00:38:17,200
When I heard that Sony,
595
00:38:17,280 --> 00:38:19,040
a company known for audio
and electronics equipment,
596
00:38:19,120 --> 00:38:21,520
was making a game console,
597
00:38:21,600 --> 00:38:26,960
I was both excited and anxious to see
what they would come up with.
598
00:38:27,040 --> 00:38:33,040
Then when I saw this machine
599
00:38:33,160 --> 00:38:35,840
with its CD-ROM drive,
600
00:38:35,920 --> 00:38:39,280
and the 3D polygon visuals,
601
00:38:39,360 --> 00:38:42,800
it was a completely different approach
to what had come before
602
00:38:42,880 --> 00:38:49,080
and revolutionized the industry.
603
00:38:49,160 --> 00:38:51,960
I think if Sony had not entered
the console market at that time
604
00:38:52,040 --> 00:38:54,880
then it would be totally different today.
605
00:38:55,040 --> 00:38:58,280
When I saw what they came up with,
606
00:38:58,360 --> 00:39:02,040
with the CD-ROMs and the polygons,
607
00:39:02,120 --> 00:39:05,800
it felt like a brand new approach
to games.
608
00:39:06,024 --> 00:39:07,584
You just wanted
everybody to say,
609
00:39:07,585 --> 00:39:11,388
"I want to be part of this
project because it is the future."
610
00:39:11,389 --> 00:39:18,195
And I think 99%-plus people
bought in on that basis.
611
00:39:18,196 --> 00:39:20,157
You didn't have
to sell it to them
612
00:39:20,158 --> 00:39:23,840
and they didn't feel like
they were taking a risk.
613
00:39:23,841 --> 00:39:27,805
Three, two, one. Go!
614
00:39:30,208 --> 00:39:31,688
Wow. What a start!
615
00:39:31,689 --> 00:39:34,611
This is just what
I wanted to see.
616
00:39:34,612 --> 00:39:36,373
Working
on the magazines,
617
00:39:36,374 --> 00:39:38,055
we used to get things
like Login and Famitsu,
618
00:39:38,056 --> 00:39:41,738
and I remember the first time the
Ridge Racer screenshots appeared.
619
00:39:41,739 --> 00:39:43,540
And you knew then
it was a game-changer.
620
00:39:43,541 --> 00:39:47,744
You knew then that this
was a proper 3D console.
621
00:39:47,745 --> 00:39:49,346
This was something that...
622
00:39:49,347 --> 00:39:50,988
It wasn't faking 3D,
623
00:39:50,989 --> 00:39:55,072
like the FX chip on the
Super Nintendo or Mode 7.
624
00:39:55,073 --> 00:39:57,674
There was a camera
that was panning around things.
625
00:39:57,675 --> 00:40:00,477
The cars in Ridge Racer
were going past you,
626
00:40:00,478 --> 00:40:02,639
and it wasn't a 2D sprite.
627
00:40:02,640 --> 00:40:06,244
And it was... It just blew
you away. It was incredible.
628
00:40:06,268 --> 00:40:10,388
Yes, I remember at the time,
629
00:40:10,468 --> 00:40:13,548
being asked to demo a sample
630
00:40:13,628 --> 00:40:17,708
to various development companies.
631
00:40:18,148 --> 00:40:22,348
This was met with
some shock and awe.
632
00:40:22,428 --> 00:40:27,068
Reactions such as,
'wow, they can really do this...'
633
00:40:27,148 --> 00:40:30,788
I was aware at the time
that other companies
634
00:40:30,868 --> 00:40:35,668
had studied the demo really closely.
635
00:40:36,828 --> 00:40:41,268
I think that it was a massive success,
as a sample.
636
00:40:42,228 --> 00:40:49,028
We learned what we can do with hard work.
637
00:40:50,428 --> 00:40:56,188
We needed to make better games,
and so did Namco.
638
00:40:56,628 --> 00:40:59,948
I think that this was a great development.
639
00:41:08,948 --> 00:41:12,348
The initial SDK was certainly quite large
640
00:41:12,428 --> 00:41:16,868
around this size, and it was heavy too.
641
00:41:17,708 --> 00:41:23,988
Sony sent it to the game companies
in March of 1993.
642
00:41:25,188 --> 00:41:27,548
A number of game companies said
643
00:41:27,708 --> 00:41:29,588
that they wouldn't be able
644
00:41:30,308 --> 00:41:33,268
to make games for the PlayStation
645
00:41:33,828 --> 00:41:34,988
if Sony didn't have the SDK out
646
00:41:35,748 --> 00:41:37,228
by the final day of March.
647
00:41:38,548 --> 00:41:40,868
And so it wound up
648
00:41:41,668 --> 00:41:46,108
that the final day of March
was our due date.
649
00:41:46,348 --> 00:41:51,348
I remember us completing
and delivering it.
650
00:41:52,148 --> 00:41:54,588
The machines were hand-made
651
00:41:55,348 --> 00:41:57,268
and we couldn't send them
652
00:41:57,788 --> 00:41:59,268
via a home delivery service
653
00:42:00,268 --> 00:42:03,748
due to their weight, size
654
00:42:03,828 --> 00:42:08,628
and large power source.
655
00:42:10,228 --> 00:42:14,428
This meant that
we delivered them ourselves
656
00:42:14,508 --> 00:42:17,668
taking taxis and bullet trains to do so.
657
00:42:18,188 --> 00:42:23,348
3 or 4 of those were around 30 kg
658
00:42:23,588 --> 00:42:26,788
but we brought them to the game companies.
659
00:42:27,268 --> 00:42:30,428
There were actually some people
660
00:42:30,908 --> 00:42:32,988
that flew all the way to the US with them.
661
00:42:33,030 --> 00:42:36,032
It was quite clear that people
were excited about it,
662
00:42:36,033 --> 00:42:39,596
and there were a lot of loose lips as
people started getting the hardware.
663
00:42:39,597 --> 00:42:44,641
And Psygnosis, for example,
were very vocal on what it could do.
664
00:42:44,642 --> 00:42:46,843
And everyone just started
talking about 3D.
665
00:42:46,844 --> 00:42:50,046
You know, previously
3D had been pseudo 3D.
666
00:42:50,047 --> 00:42:53,009
But all of a sudden, you know, you
had people who were talking about
667
00:42:53,010 --> 00:42:56,533
the possibilities that were
afforded by this new hardware
668
00:42:56,534 --> 00:43:00,857
where 3D was incredibly easy,
comparatively, to what had gone before.
669
00:43:00,858 --> 00:43:03,740
So, yeah, 3D was a huge,
huge part of it.
670
00:43:03,741 --> 00:43:06,062
And it wasn't like,
you know,
671
00:43:06,063 --> 00:43:09,025
when you used to get things like
F-18 Interceptor and stuff like that,
672
00:43:09,026 --> 00:43:13,110
and it would be a jerky plane
made out of about 15 polygons.
673
00:43:13,111 --> 00:43:17,234
No, you were talking about platform
games that were made out of 3D items,
674
00:43:17,235 --> 00:43:20,157
and it was just revolutionary,
really strong.
675
00:43:20,158 --> 00:43:22,399
It drew triangles for you.
676
00:43:22,400 --> 00:43:26,082
Whereas prior to that, every other 3D
game that had come out on any platform
677
00:43:26,083 --> 00:43:29,406
that had tried to draw a
triangle and fill it in with a texture
678
00:43:29,407 --> 00:43:30,887
had had to do that
in software.
679
00:43:30,888 --> 00:43:33,370
So the CPU is sat
there, going, "Right,
680
00:43:33,371 --> 00:43:35,732
"there's a red dot there, a
blue dot there, blah, blah, blah."
681
00:43:35,733 --> 00:43:37,894
Suddenly with the PlayStation,
you just go,
682
00:43:37,895 --> 00:43:40,137
"Here's the three corners of my
triangle, here's my texture, draw it."
683
00:43:40,138 --> 00:43:44,461
Bang, and it's on screen,
perfect for you, projected into 3D.
684
00:43:44,462 --> 00:43:47,824
You know, it's like, wow, that's
taken so much of the difficulty away
685
00:43:47,825 --> 00:43:50,147
and allowing you to do something
you've not been allowed to do before.
686
00:43:50,148 --> 00:43:52,108
In our first work
687
00:43:52,109 --> 00:43:55,232
to try and help developers
succeed on PlayStation,
688
00:43:55,233 --> 00:43:58,435
the main problem, I think, we
were teams who were new to 3D,
689
00:43:58,436 --> 00:44:02,479
and who'd already been working
maybe on 2D titles for years,
690
00:44:02,480 --> 00:44:06,002
but PlayStation was maybe
the first leap into this new era.
691
00:44:06,003 --> 00:44:08,885
And you needed
a good grasp of math
692
00:44:08,886 --> 00:44:12,128
to cope with vectors
and matrices transformations.
693
00:44:12,129 --> 00:44:14,411
Quaternions,
and otherwise exciting things...
694
00:44:14,412 --> 00:44:18,054
And if you didn't have the
basic math to do that kind of stuff,
695
00:44:18,055 --> 00:44:21,097
you couldn't code
in 3D anymore.
696
00:44:21,098 --> 00:44:23,420
So, it was quite
a step change.
697
00:44:23,421 --> 00:44:25,061
A lot of our peer group
698
00:44:25,062 --> 00:44:27,424
just went away from
the games industry,
699
00:44:27,425 --> 00:44:30,827
at that transition
from 2D to 3D.
700
00:44:30,828 --> 00:44:32,669
Working with 3D changes
everything.
701
00:44:32,670 --> 00:44:34,191
Just to give an example,
702
00:44:34,192 --> 00:44:36,513
in the 2D world, what you could
see of the world was restricted.
703
00:44:36,514 --> 00:44:40,036
It was just what was within
the boundaries of the TV set.
704
00:44:40,037 --> 00:44:41,878
With a 3D world,
with perspective,
705
00:44:41,879 --> 00:44:43,760
you can see everything
that's in the distance.
706
00:44:43,761 --> 00:44:45,482
And so, I remember
going to a trade show,
707
00:44:45,483 --> 00:44:47,404
and the poor team
that was making a game
708
00:44:47,405 --> 00:44:50,166
hadn't realized that this
was a fundamental rule of 3D.
709
00:44:50,167 --> 00:44:51,968
You had to restrict
what was visible.
710
00:44:51,969 --> 00:44:56,253
And so they had a long, long canyon
that ran at a few frames a second,
711
00:44:56,254 --> 00:44:58,535
because they were trying
to display the whole thing.
712
00:44:58,536 --> 00:45:00,617
And as you'd walk
down the canyon,
713
00:45:00,618 --> 00:45:02,539
the frame rate would get
better and better and better
714
00:45:02,540 --> 00:45:04,341
until it would be
at interactive rates
715
00:45:04,342 --> 00:45:07,304
when you were at the very end
of it and couldn't see anything.
716
00:45:07,305 --> 00:45:08,985
And this was just the basics.
717
00:45:08,986 --> 00:45:12,589
We had to learn to make worlds
with lots of crooked geometry in them,
718
00:45:12,590 --> 00:45:17,514
so that these views
to infinity didn't occur.
719
00:45:17,515 --> 00:45:21,438
It's like suddenly being offered a
whole new medium to create stuff in.
720
00:45:21,439 --> 00:45:24,160
For many people that's
actually completely unnerving.
721
00:45:24,161 --> 00:45:28,004
And that's really how I
remember that transition.
722
00:45:28,005 --> 00:45:32,249
I remember actually being very
excited about creating artificial worlds
723
00:45:32,250 --> 00:45:35,532
in a different way than the
pixel-bashing days of yore.
724
00:45:35,533 --> 00:45:39,135
I think it ultimately comes down to
the fact that we live in a 3D world,
725
00:45:39,136 --> 00:45:40,937
so that's what
we're used to.
726
00:45:40,938 --> 00:45:42,579
There are things
in the distance,
727
00:45:42,580 --> 00:45:44,381
we go and explore,
we look around.
728
00:45:44,382 --> 00:45:46,543
It's what kids do. You
run around, you explore,
729
00:45:46,544 --> 00:45:48,345
you find hiding places,
730
00:45:48,346 --> 00:45:49,906
play hide and seek... You
make dens, you climb trees.
731
00:45:49,907 --> 00:45:51,147
All those sorts of things.
732
00:45:51,148 --> 00:45:54,150
And that was a chance
for us to do that in games.
733
00:45:54,151 --> 00:45:56,232
You know, you've got
to remember that,
734
00:45:56,233 --> 00:45:58,234
perhaps from a
programmer's point of view,
735
00:45:58,235 --> 00:46:00,797
going into the 3D world
would've been a difficult transfer,
736
00:46:00,798 --> 00:46:04,321
but for an artist, it was
probably the opposite.
737
00:46:04,322 --> 00:46:07,163
Because we always wanted
to push what we could do.
738
00:46:07,164 --> 00:46:08,805
We always wanted more,
739
00:46:08,806 --> 00:46:11,328
we always wanted
to display more,
740
00:46:11,329 --> 00:46:14,971
we wanted to make things
more visually elaborate.
741
00:46:14,972 --> 00:46:17,173
We wanted a 3D environment.
742
00:46:17,174 --> 00:46:21,057
So, in some respects, from the
early days, right up until Tomb Raider,
743
00:46:21,058 --> 00:46:23,500
there were more constraints
if anything else.
744
00:46:23,501 --> 00:46:24,781
Our world was opening up.
745
00:46:24,782 --> 00:46:27,464
It got easier
for us to develop.
746
00:46:27,465 --> 00:46:29,786
Our ideas would...
747
00:46:29,787 --> 00:46:34,070
We could put those concepts
onto screen, and a lot easier,
748
00:46:34,071 --> 00:46:37,474
the more that the software
developed through the years.
749
00:46:37,475 --> 00:46:40,877
There was the technical aspects
of the 3D, which were brutal.
750
00:46:40,878 --> 00:46:44,120
But even worse was how
it works with the gameplay.
751
00:46:44,121 --> 00:46:47,484
Because, essentially, if
you think of what's going on
752
00:46:47,485 --> 00:46:52,729
in a classic 2D character action
game like Donkey Kong Country,
753
00:46:52,730 --> 00:46:57,334
is you've got a character
moving one or two-dimensionally,
754
00:46:57,335 --> 00:46:58,775
like, on the screen,
755
00:46:58,776 --> 00:47:01,217
and then they're doing
timing-related things,
756
00:47:01,218 --> 00:47:04,421
like jump, jump, jump, spin,
757
00:47:04,422 --> 00:47:05,782
you know, kick, or whatever.
758
00:47:05,783 --> 00:47:08,785
Jump, jump, leap on the thing,
ride the thing over, jump.
759
00:47:08,786 --> 00:47:11,107
And it's all
about the constraint.
760
00:47:11,108 --> 00:47:16,192
Because of the 2D-ness, it's very
easy to make it so that your only choices
761
00:47:16,193 --> 00:47:20,518
were to either, like, jump
on that barrel or fall in the pit.
762
00:47:21,118 --> 00:47:22,679
Or jump on the barrel
763
00:47:22,680 --> 00:47:26,202
or ride on that moving
platform, or fall in the pit.
764
00:47:26,203 --> 00:47:29,446
In 3D, it turns out,
because of the extra dimension,
765
00:47:29,447 --> 00:47:31,408
there are several huge problems.
766
00:47:31,409 --> 00:47:33,329
There's basically the fact that,
767
00:47:33,330 --> 00:47:36,533
okay, you are in a field and there's
a monster running towards you,
768
00:47:36,534 --> 00:47:39,095
and nothing really prevents you
from just running around it.
769
00:47:39,096 --> 00:47:41,257
That can't really happen in 2D,
770
00:47:41,258 --> 00:47:43,620
because that "around" is the
dimension that's in and out of the screen
771
00:47:43,621 --> 00:47:45,101
that you don't get
in the 2D game.
772
00:47:45,102 --> 00:47:47,624
But in the 3D game, you're
looking at it the other way
773
00:47:47,625 --> 00:47:48,705
and it's the left-right
dimension,
774
00:47:48,706 --> 00:47:49,906
but it's the extra dimension.
775
00:47:49,907 --> 00:47:51,748
It doesn't matter
which way it is.
776
00:47:51,749 --> 00:47:53,430
It's just the extra dimension. It gives
you too much degrees of freedom.
777
00:47:53,431 --> 00:47:56,152
So you've got that problem,
you've got the camera problem,
778
00:47:56,153 --> 00:47:58,835
which makes judging the jumps
and the timing
779
00:47:58,836 --> 00:48:02,559
much, much more difficult
depending on what the point of view is.
780
00:48:02,560 --> 00:48:04,240
And the point of view
is not so set.
781
00:48:04,241 --> 00:48:06,322
On the 2D one, there's
only one logical point of view,
782
00:48:06,323 --> 00:48:07,924
which is perpendicular to...
783
00:48:07,925 --> 00:48:10,206
In the third dimension
that you're not actually using.
784
00:48:10,207 --> 00:48:11,848
In the 3D game,
785
00:48:11,849 --> 00:48:14,451
the camera is in the same three
dimensions as the actual game.
786
00:48:14,452 --> 00:48:16,493
And where is it? Is it behind the
character, the side of the character,
787
00:48:16,494 --> 00:48:18,094
is it changing, is it moving?
788
00:48:18,095 --> 00:48:19,976
What happens if you start
to curve and go sideways?
789
00:48:19,977 --> 00:48:22,258
And there was no example
of how to handle this.
790
00:48:22,259 --> 00:48:23,861
And so we had
to figure it all out.
791
00:48:23,885 --> 00:48:27,925
Capcom had only very recently
started using 3D graphics
792
00:48:28,005 --> 00:48:30,925
so we began our work by first thinking
793
00:48:31,005 --> 00:48:34,045
about how we could go about using them.
794
00:48:34,125 --> 00:48:39,925
Our benchmark was that T-Rex demo
that Sony came out with.
795
00:48:40,005 --> 00:48:43,205
We took quite a number of approaches
796
00:48:43,325 --> 00:48:49,165
from working as hard as we could to
replicate what they had put out
797
00:48:49,325 --> 00:48:52,165
to thinking that it would actually be
a bad move
798
00:48:52,245 --> 00:48:55,045
to approach Resident Evil
like they did T-Rex.
799
00:48:55,125 --> 00:48:57,325
We really were starting from zero there.
800
00:48:58,605 --> 00:49:00,805
It just wouldn't display
801
00:49:00,885 --> 00:49:05,165
so the idea of going full 3D
802
00:49:05,245 --> 00:49:09,085
just wasn't going to get much traction.
803
00:49:09,805 --> 00:49:12,005
With things going like this
804
00:49:12,085 --> 00:49:14,845
it started feeling like
it could get cancelled.
805
00:49:15,685 --> 00:49:18,085
When Alone in the Dark came out
806
00:49:18,165 --> 00:49:21,285
it had a large quantity
807
00:49:21,365 --> 00:49:25,045
of pre-rendered graphics displayed.
808
00:49:25,125 --> 00:49:28,445
The only object was the character itself.
809
00:49:28,525 --> 00:49:31,685
From the player perspective
810
00:49:31,765 --> 00:49:36,645
the game had
a three-dimensional atmosphere
811
00:49:36,765 --> 00:49:41,125
and all of this demonstrated
812
00:49:41,205 --> 00:49:44,085
that it was now possible
813
00:49:44,165 --> 00:49:46,725
to create a more complete game
814
00:49:46,845 --> 00:49:50,205
including visually.
815
00:49:56,205 --> 00:50:00,125
From there, we steadily moved
onto animation methods.
816
00:50:00,205 --> 00:50:04,805
By deciding to use camerawork
to show a 3D space in 2D,
817
00:50:04,925 --> 00:50:08,445
Mikami-san established the blueprint
for what would become Resident Evil.
818
00:50:13,125 --> 00:50:16,085
Essentially, the idea was
819
00:50:16,205 --> 00:50:18,605
that there would be zombies
820
00:50:18,685 --> 00:50:20,525
that were located in places
821
00:50:20,605 --> 00:50:22,525
that the camera didn't reach.
822
00:50:22,605 --> 00:50:24,605
The player couldn't see them
823
00:50:24,685 --> 00:50:26,605
but they could hear them.
824
00:50:26,725 --> 00:50:28,965
There was a certain scariness
825
00:50:29,045 --> 00:50:31,685
in zombies being out of sight.
826
00:50:32,965 --> 00:50:36,885
This type of fear was sort of
827
00:50:37,045 --> 00:50:39,805
the main concept for the game.
828
00:50:39,885 --> 00:50:43,645
I imagined the player
829
00:50:43,805 --> 00:50:47,645
growing very jumpy about everything
830
00:50:47,765 --> 00:50:52,965
and being on the edge of their seat.
831
00:50:53,045 --> 00:50:57,645
Where they would be able to sense
832
00:50:57,725 --> 00:51:01,405
that there was a zombie
833
00:51:01,485 --> 00:51:04,645
just around the corner.
834
00:51:10,845 --> 00:51:17,765
The camera marks...
835
00:51:19,165 --> 00:51:25,805
Well, I did set the cameras,
836
00:51:28,005 --> 00:51:32,365
but I didn't have any experience
shooting with a real camera.
837
00:51:32,485 --> 00:51:38,125
I started learning from step one,
838
00:51:38,205 --> 00:51:44,045
imagining how a player going
through a corridor would feel,
839
00:51:44,125 --> 00:51:49,885
which camera angles would frighten them.
840
00:51:50,085 --> 00:51:52,405
That's how I went about it.
841
00:51:52,485 --> 00:51:55,125
If we get down to the technical details,
842
00:51:55,205 --> 00:51:56,645
a single room could only have 8 cameras...
843
00:51:56,725 --> 00:51:58,525
You really remember this well!
844
00:51:58,605 --> 00:51:59,965
Due to reasons of memory capacity.
845
00:52:00,085 --> 00:52:05,285
This doubled to 16 for Resident Evil 2.
846
00:52:05,565 --> 00:52:10,085
There were just 8 for the first game.
847
00:52:10,285 --> 00:52:12,925
You only had so many cuts
848
00:52:13,005 --> 00:52:16,965
and you had to make the game playable,
849
00:52:17,045 --> 00:52:21,045
without leaving any blind spots in the
room where the character can't be seen.
850
00:52:22,259 --> 00:52:24,180
First time I ever
saw Resident Evil,
851
00:52:24,181 --> 00:52:26,542
the guy from Virgin
brought in a disc,
852
00:52:26,543 --> 00:52:29,225
and he went, "Just have a look at
this." He didn't say anything else.
853
00:52:29,226 --> 00:52:31,267
And we were
all watching it,
854
00:52:31,268 --> 00:52:33,870
and you get that bit where
the first zombie turns around
855
00:52:33,871 --> 00:52:35,351
and you go, "Yeah, brilliant."
856
00:52:35,352 --> 00:52:37,754
And then, all of a sudden,
you're walking along a hallway
857
00:52:37,755 --> 00:52:39,836
and the dog jumps
through the window.
858
00:52:39,837 --> 00:52:41,477
And two of my team left,
859
00:52:41,478 --> 00:52:42,759
and then one of them came back
860
00:52:42,760 --> 00:52:44,480
just as the spider
fell from the ceiling,
861
00:52:44,481 --> 00:52:46,402
and immediately turned
and walked out again.
862
00:52:46,403 --> 00:52:50,246
It was one of the most exciting
games that I knew was coming out.
863
00:52:50,247 --> 00:52:52,009
It was one that really,
really blew me away.
864
00:52:55,332 --> 00:52:58,695
This is RuptureFarms.
865
00:52:58,696 --> 00:53:02,739
They say it's the biggest meat
processing plant on Oddworld.
866
00:53:02,740 --> 00:53:06,622
I wasn't really interested in
games at all, in making them.
867
00:53:06,623 --> 00:53:08,905
The idea never
occurred to me.
868
00:53:08,906 --> 00:53:12,588
And it still didn't occur to me until I
was in the film business for a while,
869
00:53:12,589 --> 00:53:16,873
and I was looking at how do I take
my desire to create virtual worlds,
870
00:53:16,874 --> 00:53:20,636
meaning fantasy worlds
or worlds of the imagination,
871
00:53:20,637 --> 00:53:24,320
and convert that
using 3D computer graphics
872
00:53:24,321 --> 00:53:28,204
into stories I want to tell, into
characters that I'd like to develop,
873
00:53:28,205 --> 00:53:30,246
and into money
I'd like to make.
874
00:53:30,247 --> 00:53:34,090
And that's what
transitioned my brief history,
875
00:53:34,091 --> 00:53:37,693
let's say seven years of
computer animation traditionally,
876
00:53:37,694 --> 00:53:40,616
into wanting to start
a video game company.
877
00:53:40,617 --> 00:53:42,899
Now, I hadn't seen
a PlayStation yet,
878
00:53:42,900 --> 00:53:44,460
but it gave me
the faith to say,
879
00:53:44,461 --> 00:53:46,582
"Okay, this stuff
is getting real,
880
00:53:46,583 --> 00:53:49,746
"and I understand Hollywood
enough, I believe,
881
00:53:49,747 --> 00:53:53,549
"to understand what I think is
going to happen with video games."
882
00:53:53,550 --> 00:53:56,913
And that really gave me
the inertia to say,
883
00:53:56,914 --> 00:53:59,957
"If we don't do it now, we're
not going to be able to later."
884
00:54:00,798 --> 00:54:02,398
And so, that was '90...
885
00:54:02,399 --> 00:54:05,562
'92, I started convincing
Sherry McKenna
886
00:54:06,964 --> 00:54:08,604
we need to start
a game company.
887
00:54:08,605 --> 00:54:11,567
Lorne comes to my house
in the Hollywood Hills,
888
00:54:11,568 --> 00:54:14,410
and we're sitting
by the pool because I'm...
889
00:54:14,411 --> 00:54:16,452
Hollywood
890
00:54:16,453 --> 00:54:20,136
And, Lorne says, "You know,
I've got this just really great idea."
891
00:54:20,137 --> 00:54:22,618
And I go, "Okay, tell me
what it is," 'cause I love stories.
892
00:54:22,619 --> 00:54:24,580
So he tells me
this awesome idea.
893
00:54:24,581 --> 00:54:27,623
I'm telling you,
it was such a great idea.
894
00:54:27,624 --> 00:54:31,828
And it was just like a reflection of
what was going wrong with the world.
895
00:54:31,829 --> 00:54:37,073
The Glukkons were scared,
'cause profits were grim.
896
00:54:37,074 --> 00:54:41,437
And I went, "Oh, man, this is so
awesome. We could make five movies!"
897
00:54:41,438 --> 00:54:46,082
And he goes, "Yeah, no,
we're going to do five games."
898
00:54:46,083 --> 00:54:48,684
And I went, "Games?
What are games?"
899
00:54:48,685 --> 00:54:51,888
He goes, "You know, video
games?" And I went, "No, I don't know."
900
00:54:51,889 --> 00:54:53,490
And then I saw
the PlayStation.
901
00:54:54,892 --> 00:54:59,936
And I thought, "I don't know.
Maybe we can do...
902
00:54:59,937 --> 00:55:03,780
"Maybe we could do really good
computer graphics for video games."
903
00:55:05,382 --> 00:55:10,467
...when some Big Face
appeared and said I was dead.
904
00:55:13,230 --> 00:55:15,271
Said our land was changing,
905
00:55:15,272 --> 00:55:18,194
was imbalanced at best.
906
00:55:18,195 --> 00:55:22,558
He told me my fate
was to rescue the rest.
907
00:55:22,559 --> 00:55:26,242
When we actually started
the production of the game,
908
00:55:26,243 --> 00:55:27,844
we had two types of people.
909
00:55:27,845 --> 00:55:30,166
We had people that had come
with us from Hollywood,
910
00:55:30,167 --> 00:55:33,569
and then we had people that were
acquired through the game industry.
911
00:55:33,570 --> 00:55:36,853
And with Sherry,
912
00:55:36,854 --> 00:55:39,976
I would tell her the stories
and we would talk about it,
913
00:55:39,977 --> 00:55:43,980
and at a certain point,
she had said,
914
00:55:43,981 --> 00:55:48,744
"Well, it's really... In games
today, aggression equals rewards.
915
00:55:48,745 --> 00:55:52,588
"And what you're talking about, Lorne,
is really empathy can equal rewards."
916
00:55:52,589 --> 00:55:55,671
And I was like, "That's
it! That's the mark.
917
00:55:55,672 --> 00:55:57,633
"And I think
if we can do that,
918
00:55:57,634 --> 00:56:00,516
"then we can bring
a wider audience to gaming
919
00:56:00,517 --> 00:56:04,240
"and still have the challenging
aspects that make gaming great.
920
00:56:04,241 --> 00:56:07,763
"But we can bring a bit more
of the epic storytelling to it.
921
00:56:07,764 --> 00:56:10,166
"And a bit more
of Hollywood production design,
922
00:56:10,167 --> 00:56:11,687
"and Hollywood
animation values."
923
00:56:11,688 --> 00:56:13,449
I'm telling a story.
924
00:56:13,450 --> 00:56:15,811
Oddworld's games
are going to be about a story,
925
00:56:15,812 --> 00:56:18,975
and the vehicle that we're
going to use to tell that story
926
00:56:18,976 --> 00:56:21,017
is going to be a video game.
927
00:56:21,018 --> 00:56:23,900
And in those days, the only way
to do it was with the cut scenes.
928
00:56:23,901 --> 00:56:27,023
So, to tell the story,
which is all I care about...
929
00:56:27,024 --> 00:56:28,104
Touching people.
930
00:56:28,105 --> 00:56:30,186
You can't do it
in a side-scroller
931
00:56:30,187 --> 00:56:32,068
where they're bombing
and killing and...
932
00:56:32,069 --> 00:56:34,510
No, it's about
telling a story.
933
00:56:34,511 --> 00:56:36,792
So, those cinematics,
those cut scenes,
934
00:56:36,793 --> 00:56:40,957
yeah, they had to be the same quality
as when I came from that industry.
935
00:56:40,958 --> 00:56:42,479
Hmm?
936
00:56:54,571 --> 00:56:59,977
Well, I rescued Mudokons,
but who's going to rescue me?
937
00:57:02,360 --> 00:57:06,160
gameplay and cut scenes were separate.
938
00:57:06,240 --> 00:57:10,360
Cut scenes were like movie scenes
939
00:57:10,920 --> 00:57:13,800
with the characters and backgrounds
940
00:57:14,280 --> 00:57:17,040
being entirely rendered separately.
941
00:57:17,840 --> 00:57:21,840
I didn't want to do it like this.
942
00:57:22,360 --> 00:57:24,360
I wanted to make cut scenes
943
00:57:25,760 --> 00:57:27,800
that used the game models as they were
944
00:57:27,880 --> 00:57:29,800
to use those models and the camera
945
00:57:29,880 --> 00:57:32,320
to tell a story to the player.
946
00:57:32,760 --> 00:57:33,800
That is what I wanted to do.
947
00:57:34,080 --> 00:57:37,240
There was also the player being able
948
00:57:37,320 --> 00:57:39,320
to control the camera as they played.
949
00:57:39,400 --> 00:57:42,280
There could be rear or side view
950
00:57:42,360 --> 00:57:44,400
3 cameras above that the player
951
00:57:44,480 --> 00:57:47,240
could use to control the display
952
00:57:47,320 --> 00:57:49,960
and give them a sense of control.
953
00:57:50,040 --> 00:57:52,320
They could change things themselves
954
00:57:52,440 --> 00:57:54,480
which made for richer gameplay
955
00:57:54,560 --> 00:57:55,960
that was more film-like.
956
00:57:56,040 --> 00:57:58,080
These are two ideas
957
00:57:58,160 --> 00:58:00,080
that I had wanted to work on
958
00:58:00,160 --> 00:58:02,080
when we made Metal Gear Solid.
959
00:58:02,160 --> 00:58:04,280
It could be said that these have
960
00:58:04,360 --> 00:58:05,920
turned into a sort of standard for us.
961
00:58:06,320 --> 00:58:10,680
Even though some film-like techniques
962
00:58:10,760 --> 00:58:13,040
or cuts had been used in games
up until then
963
00:58:14,120 --> 00:58:16,600
the lack of camera meant each frame
964
00:58:17,400 --> 00:58:20,400
had to be created individually.
965
00:58:21,120 --> 00:58:26,120
These images couldn't be manipulated.
966
00:58:27,280 --> 00:58:29,200
That's how it was then.
967
00:58:29,280 --> 00:58:31,040
Where 3D polygons are used
968
00:58:31,120 --> 00:58:33,120
the player can also move the camera.
969
00:58:34,040 --> 00:58:36,720
This was the first time that we were
970
00:58:37,880 --> 00:58:40,240
able to work with cameras like this
971
00:58:40,800 --> 00:58:42,520
rather than just set angles.
972
00:58:43,120 --> 00:58:44,960
This made me extremely happy
973
00:58:45,040 --> 00:58:46,960
as I love movies and knew
974
00:58:47,040 --> 00:58:49,280
about these techniques and ideas
975
00:58:49,360 --> 00:58:51,360
and we could now use these processes
976
00:58:51,840 --> 00:58:54,680
to accomplish previously impossible things
977
00:59:11,760 --> 00:59:14,520
Of course, in the beginning,
978
00:59:14,600 --> 00:59:18,240
most people were
used to playing 2D games.
979
00:59:18,960 --> 00:59:23,320
The tempo of these games
was very different.
980
00:59:23,400 --> 00:59:26,400
With the shift to 3D,
981
00:59:26,560 --> 00:59:32,440
what were 2D images,
now had depth.
982
00:59:32,560 --> 00:59:37,640
Consequently, the camera
became pivotal
983
00:59:37,720 --> 00:59:43,240
and it was down to the player
to gauge distances.
984
00:59:44,240 --> 00:59:48,120
It was very difficult for a player
985
00:59:48,200 --> 00:59:52,040
to work out timings and when to brake
986
00:59:52,120 --> 00:59:54,040
until they got used to it.
987
00:59:54,160 --> 00:59:57,640
With earlier games,
988
00:59:57,720 --> 01:00:02,440
it was easy for players to follow the
extension of a straight line,
989
01:00:02,520 --> 01:00:06,960
so we made adjustments with
the 3D games to keep them interesting.
990
01:00:07,040 --> 01:00:08,960
For example, when taking a corner,
991
01:00:09,040 --> 01:00:12,080
centripetal force acting on the car
992
01:00:12,200 --> 01:00:14,760
pulls it out around the curve,
993
01:00:14,840 --> 01:00:18,080
so we wrote a program
to intentionally
994
01:00:18,160 --> 01:00:21,600
pull the car back in
and control its movements.
995
01:00:22,379 --> 01:00:26,422
This was pretty much everybody's
first experience with 3D,
996
01:00:26,423 --> 01:00:29,465
and so we were all trying to
figure out what the rule set is.
997
01:00:29,466 --> 01:00:32,188
How do you even
make a game in 3D?
998
01:00:32,189 --> 01:00:34,270
And everybody
had a different approach.
999
01:00:34,271 --> 01:00:37,473
With Naughty Dog and Crash,
they had the approach that
1000
01:00:37,474 --> 01:00:39,715
they would keep
the camera on rails,
1001
01:00:39,716 --> 01:00:41,877
and they would
calculate beforehand
1002
01:00:41,878 --> 01:00:45,921
every polygon that needed to be
displayed for every point in the path.
1003
01:00:45,922 --> 01:00:50,005
And as a result, they could
have really amazing graphics
1004
01:00:50,006 --> 01:00:52,368
because there was no wastage.
1005
01:00:52,369 --> 01:00:54,730
If that polygon was needed,
it was displayed.
1006
01:00:54,731 --> 01:00:57,973
If it was hidden behind something
else, they could cut it out.
1007
01:00:57,974 --> 01:00:59,615
To some extent,
what they were doing was,
1008
01:00:59,616 --> 01:01:04,460
they were leveraging the
incredible size of a CD-ROM for this,
1009
01:01:04,461 --> 01:01:08,345
because only a CD-ROM
could hold that much data.
1010
01:01:17,440 --> 01:01:20,520
When it came to deciding
what kind of game
1011
01:01:20,600 --> 01:01:23,320
we ultimately wanted to make
FINAL FANTASY VII into,
1012
01:01:24,000 --> 01:01:26,360
we felt that it needed a large volume
1013
01:01:27,480 --> 01:01:30,520
of high-end movie cut scenes.
1014
01:01:31,920 --> 01:01:38,800
Not the real-time 3D graphics in the game,
but pre-rendered movies,
1015
01:01:41,200 --> 01:01:43,840
and CD rom media
1016
01:01:43,920 --> 01:01:45,080
would be needed for that.
1017
01:01:45,160 --> 01:01:48,760
We had decided what we most wanted to do
with the game,
1018
01:01:48,840 --> 01:01:53,440
and concluded that
1019
01:01:55,200 --> 01:01:58,800
we would need to use CD rom
to make that a reality.
1020
01:01:59,520 --> 01:02:05,440
Our tests and discussions
led to that result.
1021
01:02:06,840 --> 01:02:10,560
And that resulted in FINAL FANTASY VII
1022
01:02:10,680 --> 01:02:13,800
coming out on the PlayStation.
1023
01:02:40,637 --> 01:02:46,282
Well, for us, CD did provide a lot of
storage opportunities for developers.
1024
01:02:46,283 --> 01:02:47,763
Yeah, more than 650 megabytes,
1025
01:02:47,764 --> 01:02:50,125
which, compared to a cartridge
at the time, is immense,
1026
01:02:50,126 --> 01:02:54,730
and, in fact, even compared to the
hard disk on a PC, it was pretty vast.
1027
01:02:54,731 --> 01:02:58,695
Three, two, one.
1028
01:02:59,736 --> 01:03:00,857
Go!
1029
01:03:18,635 --> 01:03:22,157
The main thing, obviously, was the
CD audio that you could play as well.
1030
01:03:22,158 --> 01:03:24,440
If you look at the games,
especially like WipEout and so on,
1031
01:03:24,441 --> 01:03:26,602
they're known because
of their audio soundtrack.
1032
01:03:26,603 --> 01:03:30,326
Until CDs came along, most
music had been quite chip music-y,
1033
01:03:30,327 --> 01:03:32,648
and quite plinky-plonky
kind of sounds,
1034
01:03:32,649 --> 01:03:35,891
and having a CD-ROM
and WipEout
1035
01:03:35,892 --> 01:03:38,814
being able to play back
a proper full soundtrack,
1036
01:03:38,815 --> 01:03:42,979
you know, that you might have in your
car or on your headphones or whatever,
1037
01:03:43,820 --> 01:03:44,861
was something new.
1038
01:03:55,432 --> 01:04:00,275
For Twisted Metal, the
Speed soundtrack was just...
1039
01:04:00,276 --> 01:04:01,917
Speed was this movie
that was out at the time,
1040
01:04:01,918 --> 01:04:03,158
which was a wonderful movie,
1041
01:04:03,159 --> 01:04:05,841
and a great action soundtrack
that still holds up.
1042
01:04:05,842 --> 01:04:08,243
And it just blew my mind that
I could send that soundtrack
1043
01:04:08,244 --> 01:04:09,805
to the composer
for Twisted Metal and say,
1044
01:04:09,806 --> 01:04:14,490
"Hey, can we have a climax
level song that kind of evokes this?"
1045
01:04:14,491 --> 01:04:16,652
And suddenly, not only
do we get something back
1046
01:04:16,653 --> 01:04:19,735
that feels inspired by Speed,
1047
01:04:19,736 --> 01:04:22,618
but it's pure
symphonic quality sound
1048
01:04:22,619 --> 01:04:25,061
because it's streaming
directly off the CD.
1049
01:04:42,839 --> 01:04:45,801
For the PlayStation,
I think it was
1050
01:04:45,802 --> 01:04:49,885
exciting initially, just to realize
you had 24 audio channels.
1051
01:04:49,886 --> 01:04:53,409
So, they would be used
for sound effects mainly.
1052
01:04:53,410 --> 01:04:55,210
So you could play
24 sounds at once.
1053
01:04:55,211 --> 01:04:58,293
And it had built in reverb
and delay processing as well
1054
01:04:58,294 --> 01:05:00,416
that you could apply
to any of those voices.
1055
01:05:00,417 --> 01:05:02,698
So, that was great for things like, if
you were doing a basketball game,
1056
01:05:02,699 --> 01:05:04,580
it actually sounded
like you were in an arena,
1057
01:05:04,581 --> 01:05:07,022
rather than just silent
background noise,
1058
01:05:07,023 --> 01:05:09,666
and that's what I think it really
added, more depth to the sound.
1059
01:05:13,830 --> 01:05:14,831
Here we go.
1060
01:05:17,080 --> 01:05:23,720
The PlayStation was the first console
1061
01:05:24,080 --> 01:05:30,720
that could use pulse-code modulation.
1062
01:05:31,080 --> 01:05:37,280
That's where sound is
recorded and a sample loop created
1063
01:05:38,720 --> 01:05:45,480
with that loop being played afterwards
as the sound.
1064
01:05:46,360 --> 01:05:52,200
To record the car sounds in
Gran Turismo, we'd rent each one
1065
01:05:53,360 --> 01:06:00,040
and then record the engine in phrases,
starting with the idling sounds
1066
01:06:02,560 --> 01:06:07,680
We took these recordings
and made sample loops for each engine
1067
01:06:09,160 --> 01:06:14,800
making a tone quality
specific to each engine.
1068
01:06:15,960 --> 01:06:21,760
I remember now that when we played back
1069
01:06:21,840 --> 01:06:27,800
the cars sounds we had recorded
1070
01:06:27,880 --> 01:06:34,360
We started noticing things.
1071
01:06:34,440 --> 01:06:37,000
Like how the pitches would drop
in pitch the farther away they were.
1072
01:06:37,080 --> 01:06:41,480
Or rise in pitch
the closer they were...the blur effect.
1073
01:06:42,160 --> 01:06:47,320
Gran Turismo was probably the first game
to put these in a game, certainly.
1074
01:06:59,135 --> 01:07:02,217
You could have something that
sounded professional very quickly.
1075
01:07:02,218 --> 01:07:05,581
If you had some piece of music
that really fitted the game,
1076
01:07:05,582 --> 01:07:08,503
you were not restricted
to any limits
1077
01:07:08,504 --> 01:07:11,306
regarding fitting it into RAM
or anything like that.
1078
01:07:11,307 --> 01:07:13,388
or constraints
for memory or CPU.
1079
01:07:13,389 --> 01:07:15,030
You'd just say,
"Play this track."
1080
01:07:15,031 --> 01:07:17,032
So, you'd have something...
1081
01:07:17,033 --> 01:07:19,314
You know, a full orchestral
piece, if you wanted, in your game,
1082
01:07:19,315 --> 01:07:22,599
and you'd still have these other 24
channels of sound effects on top of it.
1083
01:07:32,408 --> 01:07:35,571
So that was really
why that big leap
1084
01:07:35,572 --> 01:07:37,532
between things like the
Mega Drive and the SNES,
1085
01:07:37,533 --> 01:07:39,294
is that you suddenly
had things that
1086
01:07:39,295 --> 01:07:42,178
sounded as good as if you were
just watching things on TV.
1087
01:07:42,202 --> 01:07:44,442
In the SNES era, the game screens were 2D,
1088
01:07:45,682 --> 01:07:49,802
and there were no voices of course,
1089
01:07:50,002 --> 01:07:52,282
and no cinematic movie scenes.
1090
01:07:52,722 --> 01:07:57,562
So you had to have music
with strong melodies.
1091
01:07:58,282 --> 01:08:00,882
Tunes that would still stand up,
1092
01:08:01,362 --> 01:08:04,162
even if you listened to them repeated
over and over.
1093
01:08:08,842 --> 01:08:12,242
I think our music composer,
1094
01:08:12,322 --> 01:08:15,402
Mr. Uematsu was also suitably aware
of this when he composed the score.
1095
01:08:15,802 --> 01:08:18,842
Mr. Uematsu said this at the time.
1096
01:08:20,202 --> 01:08:23,522
When the CG animation became more 3D
with the PlayStation,
1097
01:08:24,042 --> 01:08:28,842
and the cinematic movie scenes
became more dramatic,
1098
01:08:29,082 --> 01:08:33,482
the visuals had a much greater impact.
1099
01:08:34,162 --> 01:08:38,362
And paradoxically,
if you used the same melodies,
1100
01:08:39,282 --> 01:08:42,682
the same logic for making music
as in the SNES era,
1101
01:08:43,202 --> 01:08:48,802
then the music and the visuals would jar,
and clash with each other terribly.
1102
01:08:49,442 --> 01:08:52,882
This would stop the scene from coming
together and lose its effectiveness.
1103
01:08:53,522 --> 01:08:56,282
So when we showed strong visuals,
we would make the music more reserved,
1104
01:08:56,802 --> 01:08:58,202
or for moments where
the characters' emotions were high,
1105
01:08:58,282 --> 01:08:59,522
we would ramp up the music.
1106
01:08:59,602 --> 01:09:00,682
I remember feeling how
that balancing between
1107
01:09:00,762 --> 01:09:02,202
soft and hard had changed
from the SNES era.
1108
01:09:02,522 --> 01:09:05,562
So in the field of music too,
1109
01:09:05,642 --> 01:09:08,802
the way games used music
had become closer to film or video,
1110
01:09:10,202 --> 01:09:15,922
the way background music is added
in films.
1111
01:09:17,602 --> 01:09:24,082
I think the way games were made probably
changed to have an awareness of that.
1112
01:09:34,330 --> 01:09:37,332
It was clear that the potential
was there, which was fabulous.
1113
01:09:37,333 --> 01:09:39,735
So, obviously,
the big question was,
1114
01:09:39,736 --> 01:09:43,018
"How much will
the PlayStation cost
1115
01:09:43,019 --> 01:09:45,380
"and will Sony
be able to market it,
1116
01:09:45,381 --> 01:09:50,345
"and get a foothold in a market that's
dominated by Nintendo and Sega?"
1117
01:09:50,346 --> 01:09:53,028
That was certainly
a lot of the sentiment,
1118
01:09:53,029 --> 01:09:56,191
that, "Oh, Sony, really?"
1119
01:09:56,192 --> 01:09:59,274
But I think there were also some
people internally that thought,
1120
01:09:59,275 --> 01:10:03,799
"Well, okay, maybe they can't, but
they are a consumer electronics company.
1121
01:10:03,800 --> 01:10:07,763
"Maybe they have the insight
that we don't know."
1122
01:10:07,764 --> 01:10:11,727
But over time, we heard they
were making deals with Namco,
1123
01:10:11,728 --> 01:10:14,850
with some of these other
really good IP companies.
1124
01:10:14,851 --> 01:10:18,373
We started learning a little bit
about the toolsets that they're using
1125
01:10:18,374 --> 01:10:20,575
and how people
are developing for it.
1126
01:10:20,576 --> 01:10:22,858
And that's when
you started to really worry.
1127
01:10:22,859 --> 01:10:25,300
When Sony introduced
the PlayStation,
1128
01:10:25,301 --> 01:10:28,343
there was a graveyard of
consumer electronics companies
1129
01:10:28,344 --> 01:10:31,827
who had tried to enter
the multimedia business
1130
01:10:31,828 --> 01:10:33,909
or the interactive
entertainment business.
1131
01:10:33,910 --> 01:10:37,913
And so, a lot of those companies
had got some nice technologies,
1132
01:10:37,914 --> 01:10:40,035
but not the best
technologies.
1133
01:10:40,036 --> 01:10:41,556
But very few got
1134
01:10:41,557 --> 01:10:43,398
the combination
of technology,
1135
01:10:43,399 --> 01:10:45,801
business model
and creativity right.
1136
01:10:45,802 --> 01:10:48,483
Everybody learns from
everybody else's failures.
1137
01:10:48,484 --> 01:10:50,405
So, I was very worried
1138
01:10:50,406 --> 01:10:53,688
about Sony bringing out
a game system,
1139
01:10:53,689 --> 01:10:55,450
and I thought there was
a very good likelihood
1140
01:10:55,451 --> 01:10:57,292
that they were going
to be successful.
1141
01:10:57,293 --> 01:11:01,937
Obviously, Sega was a significant
competitor and competitive threat
1142
01:11:01,938 --> 01:11:03,498
to PlayStation.
1143
01:11:03,499 --> 01:11:05,902
Introducing Sega Saturn.
1144
01:11:06,702 --> 01:11:07,824
Hit it.
1145
01:11:09,065 --> 01:11:11,827
Sega's next generation
gaming platform.
1146
01:11:11,828 --> 01:11:14,429
There initially was
a lot of excitement around it,
1147
01:11:14,430 --> 01:11:17,152
and we were running
systems in there,
1148
01:11:17,153 --> 01:11:21,676
and we were able to see these
incredible, almost call them prototypes,
1149
01:11:21,677 --> 01:11:23,718
being run on this system.
1150
01:11:23,719 --> 01:11:27,082
And we thought, "Wow.
You know, if we do that,
1151
01:11:27,083 --> 01:11:30,765
"we will absolutely corner
the market on this.
1152
01:11:30,766 --> 01:11:33,088
"We will be
the console system."
1153
01:11:33,089 --> 01:11:35,010
And Sega clearly had
an advantage
1154
01:11:35,011 --> 01:11:38,854
in their rich heritage
and history of arcade games.
1155
01:11:38,855 --> 01:11:42,377
And so, they could port
Virtua Fighter from the arcade
1156
01:11:42,378 --> 01:11:44,579
straight onto
the Sega Saturn,
1157
01:11:44,580 --> 01:11:47,542
and that would be a great title for
them to introduce the platform with.
1158
01:11:47,543 --> 01:11:52,067
But then we saw Tekken,
and then we thought, "Oh, no."
1159
01:11:52,068 --> 01:11:55,831
Because, you know, again,
being a consumer-facing company,
1160
01:11:55,832 --> 01:11:57,672
what are the consumers
going to see?
1161
01:11:57,673 --> 01:12:01,716
They don't care that Virtua
Fighter is a full 3D arcade port.
1162
01:12:01,717 --> 01:12:04,960
What they do is, they look
at Tekken and they go, "Wow.
1163
01:12:04,961 --> 01:12:07,522
"Look at how that looks.
It looks so realistic."
1164
01:12:07,523 --> 01:12:11,487
You know, "I can see the face,
and it looks like a real person."
1165
01:12:11,511 --> 01:12:16,751
Of Namco's polygon games at that time,
1166
01:12:16,831 --> 01:12:23,111
our game became the model
for many other companies.
1167
01:12:23,191 --> 01:12:26,751
I've heard that said often.
1168
01:12:26,871 --> 01:12:33,551
I don't think this was because
the design was interesting.
1169
01:12:35,271 --> 01:12:40,471
Rather, it was the paradigm shift
in polygon technology,
1170
01:12:40,551 --> 01:12:43,671
from a 2D to a 3D world.
1171
01:12:43,831 --> 01:12:48,511
It was this intense evolution
of polygon technology
1172
01:12:48,591 --> 01:12:50,991
which brought about our success.
1173
01:12:59,936 --> 01:13:01,897
So,
we thought, "Oh, no,
1174
01:13:01,898 --> 01:13:04,499
"we need to look at
product a little deeper."
1175
01:13:04,500 --> 01:13:07,342
Also, I would say
the biggest thing for us
1176
01:13:07,343 --> 01:13:10,705
and the most
disappointing thing for us
1177
01:13:10,706 --> 01:13:14,389
was when Sega took
that first step forward
1178
01:13:14,390 --> 01:13:17,792
and announced a really high
price-point for the Sega Saturn.
1179
01:13:17,793 --> 01:13:20,916
And that kind of punched us
in the gut a little bit,
1180
01:13:20,917 --> 01:13:23,718
and we thought, "Oh, no, they
might be able to beat this price."
1181
01:13:23,719 --> 01:13:25,280
I'm going to talk to my
parents about this one.
1182
01:13:25,281 --> 01:13:27,362
I like this one, a lot.
1183
01:13:27,363 --> 01:13:29,245
You better
tell them it's $399.
1184
01:13:30,406 --> 01:13:32,288
I'll tell them.
I'll try.
1185
01:13:32,969 --> 01:13:35,170
In Japan,
1186
01:13:35,171 --> 01:13:38,974
Nakayama-san and others felt
that we had to really get Saturn out
1187
01:13:38,975 --> 01:13:42,337
well before the Sony machine
was launched.
1188
01:13:42,338 --> 01:13:44,859
And so, that was why
they pushed very hard
1189
01:13:44,860 --> 01:13:48,063
to introduce it earlier than
it was ready to be introduced,
1190
01:13:48,064 --> 01:13:50,465
before we had enough
hardware manufactured
1191
01:13:50,466 --> 01:13:53,708
and before we had enough
software ready to play on it.
1192
01:13:53,709 --> 01:13:56,831
The decision was, "We've
got to get out before Sony does
1193
01:13:56,832 --> 01:13:58,474
"so we better hurry
things along."
1194
01:13:59,915 --> 01:14:02,278
Now you may return to
the world as you know it.
1195
01:14:05,121 --> 01:14:08,084
And remember,
look for Sega Saturn.
1196
01:14:11,007 --> 01:14:12,608
It's out there.
1197
01:14:20,456 --> 01:14:23,018
So, the run-up to the launch
of PlayStation in Japan
1198
01:14:23,019 --> 01:14:25,140
was a fantastically
exciting time,
1199
01:14:25,141 --> 01:14:29,504
because you had this new
business, this new platform,
1200
01:14:29,505 --> 01:14:33,508
and all of the promise
and excitement around that.
1201
01:14:33,509 --> 01:14:36,271
But still a certain
amount of disbelief
1202
01:14:36,272 --> 01:14:39,034
or lack of credibility
in the marketplace.
1203
01:14:39,035 --> 01:14:43,598
Shortly before the introduction
of PlayStation in Japan in 1994,
1204
01:14:43,599 --> 01:14:49,004
to give confidence to the publishing
and developer community in Japan,
1205
01:14:49,005 --> 01:14:50,925
we announced that
we would be
1206
01:14:50,926 --> 01:14:53,408
the sole distributor and
publisher of everybody's software,
1207
01:14:53,409 --> 01:14:55,890
so that they had
a way of getting
1208
01:14:55,891 --> 01:14:59,415
to retail shops
and getting into the market.
1209
01:14:59,439 --> 01:15:03,879
With CD-ROMs you can manufacture
1210
01:15:03,999 --> 01:15:06,159
a certain number in a week
1211
01:15:06,799 --> 01:15:10,159
so in order to ship large quantities
1212
01:15:10,439 --> 01:15:13,559
you needed to begin the process
ahead of time
1213
01:15:13,679 --> 01:15:16,039
and build up your stored copies.
1214
01:15:16,759 --> 01:15:18,359
Game companies want to spend
1215
01:15:18,439 --> 01:15:21,079
as much time as they can on development
1216
01:15:21,159 --> 01:15:24,559
so they like to wait until the final week
1217
01:15:25,159 --> 01:15:26,919
before beginning production.
1218
01:15:26,999 --> 01:15:30,679
There could also be bugs in the game
1219
01:15:31,079 --> 01:15:34,839
so both Sony and the publishing company
1220
01:15:35,559 --> 01:15:36,879
need to test for that.
1221
01:15:37,399 --> 01:15:39,319
Sony has several dozen people do this.
1222
01:15:39,839 --> 01:15:43,639
But this was Sony's first game console
1223
01:15:43,759 --> 01:15:47,399
so they had no idea
how to test for these things.
1224
01:15:48,119 --> 01:15:49,599
We created the system for this
1225
01:15:49,679 --> 01:15:51,919
hired the personnel
1226
01:15:51,999 --> 01:15:53,759
and carried it out
1227
01:15:53,839 --> 01:15:57,719
all in the final three months
before release.
1228
01:15:57,799 --> 01:15:59,919
There were a lot of things
that we had to do
1229
01:16:00,479 --> 01:16:02,279
during those final three months
1230
01:16:02,559 --> 01:16:04,719
that were new for us at Sony.
1231
01:16:04,840 --> 01:16:09,003
And we had a program to
get to 100,000 units, day one.
1232
01:16:09,004 --> 01:16:12,247
That was a milestone that
we wanted to get to in Japan,
1233
01:16:12,248 --> 01:16:14,649
so that that would be
a real big number
1234
01:16:14,650 --> 01:16:16,931
that we could talk about
in the games press
1235
01:16:16,932 --> 01:16:18,693
and talk about
in the business press
1236
01:16:18,694 --> 01:16:20,575
to show that
we were serious.
1237
01:16:20,576 --> 01:16:25,101
And to make 100,000 units of a
PlayStation was no small undertaking.
1238
01:16:25,360 --> 01:16:27,200
The maximum number of units
1239
01:16:27,440 --> 01:16:29,400
for a Sony product
1240
01:16:30,040 --> 01:16:32,320
such as the Walkman
1241
01:16:33,120 --> 01:16:34,960
on the day of release
1242
01:16:36,720 --> 01:16:38,280
was 5,000 or 6,000 units.
1243
01:16:38,960 --> 01:16:42,600
If you wanted to put out 20,000 units
1244
01:16:42,720 --> 01:16:44,720
you would be told that it was too many
1245
01:16:44,800 --> 01:16:47,240
The idea was to begin production slowly.
1246
01:16:48,040 --> 01:16:53,520
Sony couldn't move slowly
with a game console.
1247
01:16:54,320 --> 01:16:58,200
Companies were getting ready
to release games.
1248
01:16:59,520 --> 01:17:02,640
Hardware has no value without its software
1249
01:17:03,360 --> 01:17:05,760
so if a company is aiming to publish
1250
01:17:05,840 --> 01:17:07,760
100,000 copies of a title
1251
01:17:07,840 --> 01:17:09,600
then at a minimum
1252
01:17:09,840 --> 01:17:12,320
you need 100,000 consoles ready.
1253
01:17:14,680 --> 01:17:17,320
Given this,
we needed to produce the PlayStation
1254
01:17:17,440 --> 01:17:21,520
In mass quantity,
right from the beginning.
1255
01:17:22,120 --> 01:17:25,000
This was completely different
1256
01:17:25,080 --> 01:17:28,760
than Sony's usual approach at the time.
1257
01:17:29,720 --> 01:17:33,160
Also, we needed to have the consoles
1258
01:17:34,440 --> 01:17:37,880
delivered to stores all on the same day
1259
01:17:38,520 --> 01:17:41,080
in order to stimulate game sales.
1260
01:17:41,857 --> 01:17:47,942
So, it was just this great symbiosis
of clever people doing great things.
1261
01:17:47,943 --> 01:17:50,104
There were no boundaries
and there was no,
1262
01:17:50,105 --> 01:17:51,666
"Well, you're doing
the Japanese launch
1263
01:17:51,667 --> 01:17:54,068
"and we're doing this,
and you make the games."
1264
01:17:54,069 --> 01:18:01,155
It was just this big, flat, enthusiastic,
you know, committed team of people.
1265
01:18:01,156 --> 01:18:04,599
We had, I think, six or seven
games available, day one.
1266
01:18:04,600 --> 01:18:07,161
Everyone remembers
Ridge Racer, and rightly so,
1267
01:18:07,162 --> 01:18:10,765
as being the game that was
probably the most exciting.
1268
01:18:10,766 --> 01:18:16,331
But then there was a whole host of
local Japanese content that came out
1269
01:18:16,332 --> 01:18:19,454
that really made the
PlayStation successful in Japan.
1270
01:18:19,455 --> 01:18:24,699
At one point, we had over 2,000
registered developers in Japan alone,
1271
01:18:24,700 --> 01:18:28,423
which shows you just the breadth
and depth of creator talent that we had.
1272
01:18:28,424 --> 01:18:32,707
The PlayStation was obviously
a much more powerful machine
1273
01:18:32,708 --> 01:18:37,552
and, you know, totally devoted
to, "Okay, let's build a machine
1274
01:18:37,553 --> 01:18:39,914
"where the focus is that
this will play games.
1275
01:18:39,915 --> 01:18:42,317
"This is built entirely
around playing games."
1276
01:18:42,318 --> 01:18:46,561
There was no kind of pretence
for, "This is a computer."
1277
01:18:46,562 --> 01:18:50,605
This is a games machine.
This is an arcade in your home.
1278
01:18:50,606 --> 01:18:52,448
That's the beginning
and the end of it.
1279
01:18:57,080 --> 01:18:59,320
All games gather here.
1280
01:19:02,440 --> 01:19:05,200
Full of games, PlayStation. Out now.
1281
01:19:06,862 --> 01:19:08,343
We had a hit.
1282
01:19:08,344 --> 01:19:11,706
We knew we were off and running
to a very, very strong start.
1283
01:19:11,707 --> 01:19:15,390
Lots of PlayStations
were exported from Japan
1284
01:19:15,391 --> 01:19:17,952
and brought home to the US
and the UK and Europe
1285
01:19:17,953 --> 01:19:19,634
by a lot of the
development community.
1286
01:19:19,635 --> 01:19:24,238
I would imagine at least 10,000 of
those 100,000 ended up going abroad.
1287
01:19:24,239 --> 01:19:28,803
You could buy a Japanese
PlayStation at the Computer Exchange
1288
01:19:28,804 --> 01:19:30,325
on Rathbone Place.
1289
01:19:30,326 --> 01:19:32,768
And they had a sign on the
window, "The Mutt's Nuts."
1290
01:19:34,610 --> 01:19:36,931
And the word was out.
1291
01:19:36,932 --> 01:19:40,735
And that actually made our job in
the US, in Europe, much, much easier,
1292
01:19:40,736 --> 01:19:42,977
because people
could see the machine,
1293
01:19:42,978 --> 01:19:45,900
they could see the excitement
that was coming out of Japan,
1294
01:19:45,901 --> 01:19:47,342
they could play the games,
1295
01:19:47,343 --> 01:19:50,465
and they could see the quality
of what was possible.
1296
01:19:50,466 --> 01:19:51,946
The hype machine
had already started
1297
01:19:51,947 --> 01:19:53,748
so people were champing
at the bit for it,
1298
01:19:53,749 --> 01:19:57,952
and I think what they did with the
price was the final nail in Sega's coffin,
1299
01:19:57,953 --> 01:20:00,115
because they undercut them
to such an extent.
1300
01:20:07,282 --> 01:20:12,126
It was the first E3,
and E3 was held in Los Angeles.
1301
01:20:12,127 --> 01:20:14,048
We had a very big booth.
1302
01:20:14,049 --> 01:20:17,131
We knew Nintendo would
have a big booth, and Sega.
1303
01:20:17,132 --> 01:20:22,457
Sony Computer Entertainment was
headed up by a fellow named Terry Tokunaka.
1304
01:20:22,458 --> 01:20:24,419
A very wise owl.
1305
01:20:24,420 --> 01:20:29,023
Typically a dignified Japanese who would
not say a word for, like, three hours,
1306
01:20:29,024 --> 01:20:32,547
and then say one or two words and that
was the end of the meeting, you know?
1307
01:20:32,548 --> 01:20:34,028
But he was smart.
1308
01:20:34,029 --> 01:20:35,670
We had a lot
of competing tensions.
1309
01:20:35,671 --> 01:20:39,113
The guys who were making
the hardware want it at margin,
1310
01:20:39,114 --> 01:20:42,196
the guys who were marketing
it want the lowest price possible.
1311
01:20:42,197 --> 01:20:44,278
You've got to look at what
the competition are doing.
1312
01:20:44,279 --> 01:20:48,683
And he was thinking about his cost
in yen and what the prices could be,
1313
01:20:48,684 --> 01:20:53,288
and the price debates
were 350, 399
1314
01:20:54,089 --> 01:20:55,450
and 299.
1315
01:20:55,451 --> 01:20:58,172
And they said,
"No, we can't do it."
1316
01:20:58,173 --> 01:21:00,415
"349." "We can't do it."
1317
01:21:00,416 --> 01:21:02,377
So, the senior management
from Japan left,
1318
01:21:02,378 --> 01:21:06,421
and then Olaf Olafsson stayed
behind with Steve Race.
1319
01:21:06,422 --> 01:21:08,262
Steve Race said,
"We've got to do 299.
1320
01:21:08,263 --> 01:21:10,425
"299 is the only
thing that matters.
1321
01:21:10,426 --> 01:21:13,988
"It's the only thing that
matters in the whole wide world.
1322
01:21:13,989 --> 01:21:17,351
"And if you don't want to be
embarrassed, you've got to be at 299."
1323
01:21:17,352 --> 01:21:20,396
So, Olaf said, "Hmm.
Let me think about it."
1324
01:21:26,762 --> 01:21:28,803
As far as pricing
is concerned,
1325
01:21:28,804 --> 01:21:32,687
the only thing we knew at the
time is what the bill of materials was.
1326
01:21:32,688 --> 01:21:35,570
So, then you have
to step away from that
1327
01:21:35,571 --> 01:21:38,773
and say, "Well, what
will the market stand?"
1328
01:21:38,774 --> 01:21:41,135
You know, "What's the right
price point for this thing?"
1329
01:21:41,136 --> 01:21:45,860
And I think, probably the guy who
was most influential in that was Olaf,
1330
01:21:45,861 --> 01:21:49,904
because people like Ken
and Terry Tokunaka
1331
01:21:49,905 --> 01:21:52,867
just wanted desperately
for this thing to be a success.
1332
01:21:52,868 --> 01:21:54,709
They know they've got
a great piece of hardware.
1333
01:21:54,710 --> 01:21:58,113
They know they've got
a great software catalogue.
1334
01:21:58,834 --> 01:22:00,515
Erm...
1335
01:22:00,516 --> 01:22:03,798
The only thing that can go wrong
now is they miss their market somehow.
1336
01:22:03,799 --> 01:22:05,840
And then,
we all went our way
1337
01:22:05,841 --> 01:22:12,448
and showed up the next morning for
the big press event at the E3 centre.
1338
01:22:14,770 --> 01:22:18,533
And they had a speech from
Nintendo and they had a talk from Sega,
1339
01:22:18,534 --> 01:22:20,374
and there might've been
something else.
1340
01:22:20,375 --> 01:22:24,178
It finally came up. "And now, Sony.
So, well, show us your stuff, Sony."
1341
01:22:24,179 --> 01:22:28,222
And they had all had,
like, 30 minute talks.
1342
01:22:28,223 --> 01:22:31,986
Steve Race gets up, walks up
to the podium and says, "299."
1343
01:22:31,987 --> 01:22:33,387
Walks off.
1344
01:22:33,388 --> 01:22:35,349
The place erupts.
1345
01:22:35,350 --> 01:22:38,793
I'm going to ask Sony Computer
Entertainment President of America,
1346
01:22:38,794 --> 01:22:43,559
Steve Race, to join me
for a brief presentation.
1347
01:22:55,010 --> 01:22:56,251
299.
1348
01:23:01,256 --> 01:23:05,219
It was the thing that was needed,
especially for the US market,
1349
01:23:05,220 --> 01:23:08,743
where the competition
was even stronger
1350
01:23:08,744 --> 01:23:10,344
than I was worried
about in Europe.
1351
01:23:10,345 --> 01:23:13,027
I mean, you had
these two monoliths,
1352
01:23:13,028 --> 01:23:18,833
and every third attempt into the
market had been squashed very easily.
1353
01:23:18,834 --> 01:23:22,196
I think that decision was
probably the right decision.
1354
01:23:22,197 --> 01:23:25,159
Probably a bit scary
when you look at the PandL,
1355
01:23:25,160 --> 01:23:28,162
but it was the right decision.
1356
01:23:28,163 --> 01:23:31,245
It set our intent
as a platform
1357
01:23:31,246 --> 01:23:34,649
and it completely destroyed
the competition.
1358
01:23:34,650 --> 01:23:37,411
My reaction was,
"Oh, shit, we're in trouble."
1359
01:23:37,412 --> 01:23:41,857
That this is a bad thing for Sega
and a very good thing for Sony.
1360
01:23:46,141 --> 01:23:49,343
We started to see
the response from retailers
1361
01:23:49,344 --> 01:23:50,865
in the United States, in Europe,
1362
01:23:50,866 --> 01:23:54,869
and starting to forecast
what our launch was going to be.
1363
01:23:54,870 --> 01:23:59,113
And we started to see the volume
that was starting to be forecast.
1364
01:23:59,114 --> 01:24:01,797
- The games are ready.
- Are you?
1365
01:24:03,599 --> 01:24:06,681
And I knew that we were
doing something special.
1366
01:24:06,682 --> 01:24:08,563
I knew that what we were doing
1367
01:24:08,564 --> 01:24:11,525
was not only reaching the
creators and the developers,
1368
01:24:11,526 --> 01:24:14,729
but this was starting to
permeate into the mass market.
1369
01:24:14,730 --> 01:24:18,092
But we knew that it was
risky days, you know.
1370
01:24:18,093 --> 01:24:20,615
We knew that we had games
to get us out the door,
1371
01:24:20,616 --> 01:24:22,296
keep us going
for a few months,
1372
01:24:22,297 --> 01:24:24,659
but the library
had to be built.
1373
01:24:24,660 --> 01:24:28,262
And therefore, it probably
wasn't for a year or so in
1374
01:24:28,263 --> 01:24:32,546
until we could look back and see that,
actually, yes, we were getting traction.
1375
01:24:32,547 --> 01:24:35,309
We could see the pipeline
of games was filling up,
1376
01:24:35,310 --> 01:24:38,392
and we could see developers
really coming on board then.
1377
01:24:38,393 --> 01:24:42,156
That gave me some confidence
that I had made a good career choice.
1378
01:24:42,157 --> 01:24:46,000
It was a wonderful thing
for the games business,
1379
01:24:46,001 --> 01:24:47,682
because it was a real
shot in the arm.
1380
01:24:47,683 --> 01:24:49,804
It unlocked everybody again.
1381
01:24:49,805 --> 01:24:52,526
It hit reset
on all of the sequels,
1382
01:24:52,527 --> 01:24:57,732
and people just trying to keep
washing the dishes at that point.
1383
01:24:57,733 --> 01:25:00,855
We all get to hit reset and start
again, and here's new hardware.
1384
01:25:00,856 --> 01:25:03,818
And anyone that wanted
to compete against Sony
1385
01:25:03,819 --> 01:25:07,021
had to show up with pretty
impressive hardware.
1386
01:25:07,022 --> 01:25:10,584
So it kind of...
It moved the industry along.
1387
01:25:10,585 --> 01:25:13,467
I like those kind of disruptions.
I think it's very helpful.
1388
01:25:13,468 --> 01:25:18,392
Very quickly, we had a really
rich variety of games.
1389
01:25:18,393 --> 01:25:22,196
People were taking the 3D
abilities of the machine
1390
01:25:22,197 --> 01:25:24,438
and sending it off
in lots of different directions,
1391
01:25:24,439 --> 01:25:28,082
from an NBA basketball game
through to Jumping Flash!,
1392
01:25:28,083 --> 01:25:30,485
the Japanese platform game,
which was just gorgeous.
1393
01:25:31,406 --> 01:25:32,648
Ready to go?
1394
01:25:35,771 --> 01:25:40,094
Sony would get in every game
ever published for PlayStation.
1395
01:25:40,095 --> 01:25:43,417
And so, we would have this
cabinet of just everything.
1396
01:25:43,418 --> 01:25:45,860
And it was just, you know...
1397
01:25:45,861 --> 01:25:47,621
The games you would expect...
1398
01:25:47,622 --> 01:25:50,184
You know, the Madden,
the GameDays, whatever.
1399
01:25:50,185 --> 01:25:52,306
And then, it was obscure
shit from Japan
1400
01:25:52,307 --> 01:25:53,988
that you're like,
"What is this?" Right?
1401
01:25:53,989 --> 01:25:55,629
And the two things I remember
1402
01:25:55,630 --> 01:25:59,714
was this game called something
like Super Big Brother,
1403
01:25:59,715 --> 01:26:01,195
is what it was translated.
1404
01:26:01,196 --> 01:26:03,117
And it was
a side-scrolling game
1405
01:26:03,118 --> 01:26:06,600
with digitized characters
like Mortal Kombat arcade,
1406
01:26:06,601 --> 01:26:09,964
but they were these buff,
almost naked dudes,
1407
01:26:09,965 --> 01:26:13,248
shooting shit out of their,
like, penises.
1408
01:26:20,400 --> 01:26:22,920
Three, two, one, go!
1409
01:26:29,825 --> 01:26:31,786
We laughed and laughed
about this game.
1410
01:26:31,787 --> 01:26:34,188
And then there was a wonderful
game that was called...
1411
01:26:34,189 --> 01:26:37,151
I think it was called
Incredible Crisis.
1412
01:26:37,152 --> 01:26:39,273
And it was just a collection
of mini-games,
1413
01:26:39,274 --> 01:26:40,875
but the way they had done it
1414
01:26:40,876 --> 01:26:43,758
was it was tied together
in the story
1415
01:26:43,759 --> 01:26:46,680
of this Japanese salaryman
and him dealing with his family,
1416
01:26:46,681 --> 01:26:49,804
and dealing with his... I think, like,
his teenage daughter and his wife.
1417
01:26:49,805 --> 01:26:54,128
And it was the first time I had played
a game where it was fully interactive,
1418
01:26:54,129 --> 01:26:56,811
so it wasn't just like
cut scenes, but it was...
1419
01:26:56,812 --> 01:26:58,092
It was really cool.
1420
01:26:58,093 --> 01:27:00,975
They told this very
mundane story...
1421
01:27:00,976 --> 01:27:03,898
Not totally mundane.
There was crazy shit happening.
1422
01:27:03,899 --> 01:27:07,101
But, you know, for video games
it was a very simple story
1423
01:27:07,102 --> 01:27:09,784
about just this guy,
this mild-mannered guy,
1424
01:27:09,785 --> 01:27:12,107
with these crazy mini-games.
1425
01:27:29,484 --> 01:27:32,686
We never got things like that
in America. It was just too weird.
1426
01:27:32,687 --> 01:27:35,249
But I loved seeing
a lot of those...
1427
01:27:35,250 --> 01:27:37,211
For us, obscure
Japanese games
1428
01:27:37,212 --> 01:27:39,173
when they would come
into the Sony offices.
1429
01:27:39,174 --> 01:27:42,616
Battle Arena Toshinden
was the first 3D fighting game
1430
01:27:42,617 --> 01:27:43,979
that we had on the console.
1431
01:27:51,907 --> 01:27:55,109
Tekken, which came along, which
is still amazing, still felt very 2D.
1432
01:27:55,110 --> 01:27:59,113
It's still very much that Mortal
Kombat, Street Fighter kind of...
1433
01:27:59,114 --> 01:28:01,315
Even though there's some
fantastic finishing sequences,
1434
01:28:01,316 --> 01:28:03,437
where Law would
run up the body
1435
01:28:03,438 --> 01:28:05,800
and then come down
and there was 3D within that.
1436
01:28:05,801 --> 01:28:09,123
It was Battle Arena Toshinden
that truly showed off the early 3D
1437
01:28:09,124 --> 01:28:11,005
gaming potential.
1438
01:28:11,006 --> 01:28:15,769
Gran Turismo. For me, one of the
greatest driving games ever made.
1439
01:28:15,770 --> 01:28:20,494
What an impact,
what depth, what realism.
1440
01:28:20,495 --> 01:28:24,498
What addiction. I played that for
18 months solid, two hours a day,
1441
01:28:24,499 --> 01:28:26,781
and I still don't think
I completely nailed it.
1442
01:28:36,311 --> 01:28:38,032
Then there was
PaRappa the Rapper,
1443
01:28:38,033 --> 01:28:41,156
which is just so weird,
and nuts and wonderful.
1444
01:28:46,681 --> 01:28:49,283
And Vib-Ribbon. See,
Vib-Ribbon is the kind of game
1445
01:28:49,284 --> 01:28:51,325
that you'd never have seen
in the cartridge years.
1446
01:28:51,326 --> 01:28:53,929
Who would have taken a chance
on a game like that?
1447
01:28:57,052 --> 01:29:00,654
But here we were in the '90s
with vectors on the screen.
1448
01:29:00,655 --> 01:29:03,218
You know, lines. And
it's like, it's cool, it's great.
1449
01:29:13,068 --> 01:29:14,388
I remember
playing Driver.
1450
01:29:14,389 --> 01:29:16,991
At the time, I was like,
"This is unbelievable,"
1451
01:29:16,992 --> 01:29:19,753
because I hadn't played
that kind of style of game
1452
01:29:19,754 --> 01:29:21,755
where the police
are chasing me before.
1453
01:29:21,756 --> 01:29:24,078
And I found it so fun.
1454
01:29:24,079 --> 01:29:27,362
And that's the kind of thing, again,
that the new generations deliver for us.
1455
01:29:32,807 --> 01:29:37,291
It was the first real open-world
driving game, was Driver.
1456
01:29:37,292 --> 01:29:42,376
And it required new techniques,
such as streaming the data,
1457
01:29:42,377 --> 01:29:46,740
the geometric and texture data
off the CD drive in real-time,
1458
01:29:46,741 --> 01:29:49,663
so it didn't stop, pause,
load and carry on.
1459
01:29:49,664 --> 01:29:53,147
And I think we really...
We pushed the machine hard.
1460
01:29:53,148 --> 01:29:55,429
It was smoking by the time
we'd done with it.
1461
01:29:55,430 --> 01:29:58,152
But the very early
development stages of Driver,
1462
01:29:58,153 --> 01:29:59,713
it was very, very touch-and-go
1463
01:29:59,714 --> 01:30:01,395
whether we could achieve it,
the open world.
1464
01:30:01,396 --> 01:30:04,638
Because most games at the time
1465
01:30:04,639 --> 01:30:06,600
were designed along,
basically, a tube.
1466
01:30:06,601 --> 01:30:08,642
You could see everything
in front of you
1467
01:30:08,643 --> 01:30:10,604
and you could control
what you couldn't see.
1468
01:30:10,605 --> 01:30:14,208
Driver, of course, you could
turn left or right at a junction.
1469
01:30:14,209 --> 01:30:16,330
It had to be aware
of what was there.
1470
01:30:16,331 --> 01:30:19,374
It was controlling other cars in
the city and people walking around.
1471
01:30:30,745 --> 01:30:34,068
The speed at which we were able
to grow the development community,
1472
01:30:34,069 --> 01:30:35,309
particularly in the West,
1473
01:30:35,310 --> 01:30:38,872
was down to embracing
the PC creators.
1474
01:30:38,873 --> 01:30:40,794
The PlayStation
development kit
1475
01:30:40,795 --> 01:30:45,039
actually became a card
that just slotted inside a PC.
1476
01:30:45,040 --> 01:30:50,004
And so, a lot of the tools and techniques
and capabilities of the PC developers
1477
01:30:50,005 --> 01:30:53,407
were able to come over to
PlayStation quite smoothly,
1478
01:30:53,408 --> 01:30:56,330
particularly in the areas
of advanced 3D graphics,
1479
01:30:56,331 --> 01:30:59,494
where obviously PlayStation
was positioning itself.
1480
01:31:09,584 --> 01:31:11,986
What was so nice
about the original PlayStation
1481
01:31:11,987 --> 01:31:15,109
was that it was more like
a PC than a console.
1482
01:31:15,110 --> 01:31:18,192
That's what made it really,
really easy to develop for, as well,
1483
01:31:18,193 --> 01:31:22,676
because it had architecture that
was a processor, a graphics processor,
1484
01:31:22,677 --> 01:31:26,241
which was what PCs hadn't got
at that point, but they soon did.
1485
01:31:26,961 --> 01:31:28,043
And it just worked.
1486
01:31:33,488 --> 01:31:37,611
It just pulls across the PC code, and
the graphics engine pulled that across
1487
01:31:37,612 --> 01:31:39,053
to use the graphics hardware.
1488
01:31:39,054 --> 01:31:43,537
So, it was a very, very nice
machine to work on.
1489
01:31:43,538 --> 01:31:47,141
We didn't have to change any
designs to be console specific
1490
01:31:47,142 --> 01:31:49,663
because we created
everything on a PC.
1491
01:31:49,664 --> 01:31:51,665
We knew our limitations
on the PC.
1492
01:31:51,666 --> 01:31:56,790
Sometimes, things didn't quite work
out, or we could adjust it fairly quickly.
1493
01:31:56,791 --> 01:32:01,315
More so, things like how much we
could display on screen at one time.
1494
01:32:01,316 --> 01:32:05,879
And as an artist, that was a
fair bit of guesswork, really.
1495
01:32:05,880 --> 01:32:08,922
But, certainly,
even testing the games...
1496
01:32:08,923 --> 01:32:11,886
From our point of view,
when we created a level,
1497
01:32:13,168 --> 01:32:14,888
and output the game version,
1498
01:32:14,889 --> 01:32:16,810
everything we did
was on the PC,
1499
01:32:16,811 --> 01:32:18,412
to the point where,
1500
01:32:18,413 --> 01:32:21,215
when we came to testing the
game at the end of the project,
1501
01:32:21,216 --> 01:32:24,578
and we actually had to pick up
a PlayStation controller to do it,
1502
01:32:24,579 --> 01:32:26,340
that was a big
deal for me.
1503
01:32:26,341 --> 01:32:28,462
'Cause suddenly I had to try and
translate everything I'd been doing
1504
01:32:28,463 --> 01:32:30,504
on my keyboard
on the PC
1505
01:32:30,505 --> 01:32:32,266
to what I was doing
on the console.
1506
01:32:32,267 --> 01:32:34,508
And believe you me, they made
us test those levels on that console.
1507
01:32:34,509 --> 01:32:35,670
It was hard work.
1508
01:32:40,755 --> 01:32:42,436
The other side
to this whole thing
1509
01:32:42,437 --> 01:32:45,159
was the fact that women, once
you started playing Tomb Raider,
1510
01:32:45,160 --> 01:32:47,201
could associate with a female
character in a game.
1511
01:32:47,202 --> 01:32:49,763
Now that was something
we hadn't anticipated.
1512
01:32:49,764 --> 01:32:53,167
But we suddenly had a market
for female gamers as well.
1513
01:32:53,168 --> 01:32:54,968
Lara Croft,
without doubt,
1514
01:32:54,969 --> 01:32:57,091
the poster girl
for that generation.
1515
01:32:57,092 --> 01:33:00,894
And I think the character and
the personality of Lara Croft,
1516
01:33:00,895 --> 01:33:03,457
it started to take storytelling,
1517
01:33:03,458 --> 01:33:07,381
which is a feature of gaming that
has developed in sophistication
1518
01:33:07,382 --> 01:33:10,184
immeasurably over
the successive generations.
1519
01:33:10,185 --> 01:33:13,507
But, I think,
with Tomb Raider at the time,
1520
01:33:13,508 --> 01:33:16,110
the concept of storytelling
in video games
1521
01:33:16,111 --> 01:33:19,153
manifested itself
to a really meaningful extent
1522
01:33:19,154 --> 01:33:20,475
probably for the first time.
1523
01:33:25,039 --> 01:33:28,402
Part of the PlayStation experience
was it wasn't just big titles
1524
01:33:28,403 --> 01:33:30,924
like Crash or Tomb Raider
or the like,
1525
01:33:30,925 --> 01:33:33,927
but also these
conceptually driven...
1526
01:33:33,928 --> 01:33:36,650
You could almost call
them indie titles, like Xi,
1527
01:33:36,651 --> 01:33:40,093
which I think was sold
as Devil Dice in this country.
1528
01:33:40,094 --> 01:33:43,458
Or I.Q.: Intelligent Qube.
1529
01:33:48,102 --> 01:33:52,866
The jump from 16-bit to 32-bit
was so incredibly significant.
1530
01:33:52,867 --> 01:33:55,989
I just got it straight away. I knew
that this was going to be huge.
1531
01:33:55,990 --> 01:33:59,553
Metal Gear Solid, Final
Fantasy VII, Resident Evil,
1532
01:33:59,554 --> 01:34:01,475
Time Crisis, Dino Crisis.
1533
01:34:01,476 --> 01:34:05,639
Games would come out which
were just enormous for PlayStation.
1534
01:34:05,640 --> 01:34:08,362
The N64 was
a different experience
1535
01:34:08,363 --> 01:34:12,085
as that came up and
bubbled up halfway through.
1536
01:34:12,086 --> 01:34:13,967
But it didn't really take over.
1537
01:34:13,968 --> 01:34:16,930
Nintendo really dragged
its heels over getting into 3D
1538
01:34:16,931 --> 01:34:18,372
and launching
a new machine.
1539
01:34:18,373 --> 01:34:19,973
'Cause, you know,
for obvious reasons.
1540
01:34:19,974 --> 01:34:23,177
The Super Famicom, the SNES,
was doing great guns,
1541
01:34:23,178 --> 01:34:26,220
and it was reinvigorated by the
likes of Donkey Kong Country.
1542
01:34:26,221 --> 01:34:28,262
But at the end of the day,
it was still a cartridge system.
1543
01:34:28,263 --> 01:34:30,143
For every one launch
on the N64,
1544
01:34:30,144 --> 01:34:32,025
there were a dozen
PlayStation titles,
1545
01:34:32,026 --> 01:34:34,067
because they could just
bombard the market with it.
1546
01:34:34,068 --> 01:34:36,550
I remember in the early
days of PlayStation,
1547
01:34:36,551 --> 01:34:39,273
you would see somebody go in,
get the console,
1548
01:34:39,274 --> 01:34:42,757
and get, literally, a stack
of games to go with it.
1549
01:34:49,484 --> 01:34:54,087
Sony's marketing of the PlayStation
was, I thought, incredibly exciting.
1550
01:34:54,088 --> 01:34:56,930
It didn't necessarily
focus on games.
1551
01:34:56,931 --> 01:34:59,213
It just focused
on this kind of new world
1552
01:34:59,214 --> 01:35:02,175
that people were going to be
exploring and getting into.
1553
01:35:02,176 --> 01:35:05,098
And I think it was brilliant
at the time
1554
01:35:05,099 --> 01:35:08,982
because there was very controversial
elements to some of the marketing.
1555
01:35:08,983 --> 01:35:12,666
But it was something that really
captured people's imaginations,
1556
01:35:12,667 --> 01:35:15,188
in terms of, "This isn't just
a video games machine."
1557
01:35:15,189 --> 01:35:18,952
The US were very, very
traditional in everything they did.
1558
01:35:18,953 --> 01:35:22,156
I think there was an element of
free thinking that was in Europe.
1559
01:35:23,878 --> 01:35:26,360
Hello, citizens of Europe.
1560
01:35:26,361 --> 01:35:28,081
As spokesperson
for S.A.P.S.,
1561
01:35:28,082 --> 01:35:30,684
the Society
Against PlayStation,
1562
01:35:30,685 --> 01:35:34,568
I'd like to talk to you about a
menace threatening humanity.
1563
01:35:34,569 --> 01:35:37,130
We launched with
kind of a silly commercial,
1564
01:35:37,131 --> 01:35:39,693
a Reefer Madness
kind of concept.
1565
01:35:39,694 --> 01:35:42,095
The anti-PlayStation society,
1566
01:35:42,096 --> 01:35:44,538
the Society Against
PlayStation, S.A.P.S.
1567
01:35:44,539 --> 01:35:48,342
It will ruin your kid's brain and
they'll come out jabbering monkeys.
1568
01:35:48,343 --> 01:35:51,104
So, it was aimed at the parents
and really at the kids.
1569
01:35:51,105 --> 01:35:53,827
And here we have a fellow who's
been experimenting with PlayStation
1570
01:35:53,828 --> 01:35:54,949
for only a few minutes.
1571
01:35:57,231 --> 01:36:00,834
Proof that we S.A.P.S.
must be on our guard.
1572
01:36:00,835 --> 01:36:04,958
Remember, do not underestimate
the power of PlayStation.
1573
01:36:04,959 --> 01:36:07,321
You had some really,
really talented guys.
1574
01:36:07,322 --> 01:36:10,644
You know, Geoff Glendenning,
who's a really, really clever guy.
1575
01:36:10,645 --> 01:36:14,207
And he didn't just think posters,
print ads, that sort of thing.
1576
01:36:14,208 --> 01:36:18,732
He was looking at how he was
going to get all eyes on PlayStation.
1577
01:36:18,733 --> 01:36:20,614
When I'd seen the PlayStation,
1578
01:36:20,615 --> 01:36:23,777
I felt that the market couldn't
sustain three console companies,
1579
01:36:23,778 --> 01:36:25,619
and therefore,
I also believed
1580
01:36:25,620 --> 01:36:27,461
that with the technology,
with such a big leap,
1581
01:36:27,462 --> 01:36:30,824
that we could reposition it
to a much older market.
1582
01:36:30,825 --> 01:36:33,106
A lot of those people
had been gamers,
1583
01:36:33,107 --> 01:36:35,268
but had grown out of
1584
01:36:35,269 --> 01:36:38,231
where the market was
ostensibly targeting,
1585
01:36:38,232 --> 01:36:42,035
which was really children
of 16 and under, I'd say.
1586
01:36:42,036 --> 01:36:45,319
So, they were left with no form
of digital entertainment
1587
01:36:45,320 --> 01:36:47,521
other than music and film.
1588
01:36:47,522 --> 01:36:50,083
So I think PlayStation
kind of filled that gap.
1589
01:36:50,084 --> 01:36:52,205
But you were not going
to fill that gap
1590
01:36:52,206 --> 01:36:56,009
unless you associated with what
those people were doing at the time.
1591
01:36:56,010 --> 01:36:58,612
And at the time, you know,
the club scene was big.
1592
01:36:58,613 --> 01:37:03,337
There had been a massive youth
movement, if you like, in the UK.
1593
01:37:03,338 --> 01:37:06,179
Very much unique, globally,
1594
01:37:06,180 --> 01:37:09,983
that came out of the late '80s
kind of rave culture and club culture.
1595
01:37:09,984 --> 01:37:12,426
By 1994, 1995,
1596
01:37:12,427 --> 01:37:15,749
was the biggest youth movement
in the history of youth tribes.
1597
01:37:15,750 --> 01:37:17,791
If you put together
through the 20th century,
1598
01:37:17,792 --> 01:37:18,952
you know, the mods, the rockers,
1599
01:37:18,953 --> 01:37:21,355
the hippies, the New Romantics,
the skinheads.
1600
01:37:21,356 --> 01:37:25,439
Every youth movement came
nowhere near as close as the participants
1601
01:37:25,440 --> 01:37:27,682
who took part in club culture.
1602
01:37:48,903 --> 01:37:53,547
UK dance culture in the '80s
saw the birth of the rave scene.
1603
01:37:53,548 --> 01:37:57,911
And Ministry of Sound
came along in 1991,
1604
01:37:57,912 --> 01:38:00,233
and was civilized raving,
if you like.
1605
01:38:00,234 --> 01:38:01,715
Ministry of Sound, I guess,
1606
01:38:01,716 --> 01:38:03,276
was the best nightclub
in the UK and globally.
1607
01:38:03,277 --> 01:38:05,078
It had become a global brand
and it was taken from
1608
01:38:05,079 --> 01:38:08,482
the big New York warehouse
clubbing scene,
1609
01:38:08,483 --> 01:38:11,925
and Ministry of Sound was
the first super club, if you like.
1610
01:38:11,926 --> 01:38:14,247
But in 1995, they were
having a huge refit.
1611
01:38:14,248 --> 01:38:15,809
I wouldn't
call it upmarket,
1612
01:38:15,810 --> 01:38:19,453
but we had to remove the gaffer
tape and the scaffolding
1613
01:38:19,454 --> 01:38:20,934
and start to build
proper structures.
1614
01:38:20,935 --> 01:38:22,736
And we built two things.
1615
01:38:22,737 --> 01:38:26,620
One was an Absolut vodka bar
in conjunction with Absolut.
1616
01:38:26,621 --> 01:38:28,301
But there was another space,
1617
01:38:28,302 --> 01:38:30,944
and that was where the
intrigue and the idea started.
1618
01:38:30,945 --> 01:38:35,589
And that saw the birth of the famous
PlayStation room at Ministry of Sound.
1619
01:38:35,590 --> 01:38:39,152
This PlayStation room, which
was kind of just painted black,
1620
01:38:39,153 --> 01:38:41,755
with black consoles
and black TVs on pedestals,
1621
01:38:41,756 --> 01:38:43,437
and, you know,
you step down into it,
1622
01:38:43,438 --> 01:38:45,559
so it's almost like
going into a little lair.
1623
01:38:45,560 --> 01:38:48,081
And it seemed such
a natural thing to do,
1624
01:38:48,082 --> 01:38:51,124
to bring video gaming
into a club environment.
1625
01:38:51,125 --> 01:38:54,047
PlayStation really
made gaming cool.
1626
01:38:54,048 --> 01:38:57,851
Because, you know, you had two
brands that were huge and successful,
1627
01:38:57,852 --> 01:38:59,893
brilliant game designers,
1628
01:38:59,894 --> 01:39:03,537
but in the public perception, you
know, you had Mario and Sonic,
1629
01:39:03,538 --> 01:39:05,859
and they were perceived
as being very young.
1630
01:39:05,860 --> 01:39:08,101
And so, when you had
a grown-up brand like Sony
1631
01:39:08,102 --> 01:39:10,984
that made your mum
and dad's television
1632
01:39:10,985 --> 01:39:12,506
and your Walkman
and all the rest of it,
1633
01:39:12,507 --> 01:39:14,708
actually coming into the
market, it was exciting.
1634
01:39:14,709 --> 01:39:17,472
And I think, that, coupled
with the marketing at the time...
1635
01:39:18,793 --> 01:39:20,514
Suddenly, you'd open
a copy of The Face
1636
01:39:20,515 --> 01:39:22,996
and you'd see hip kids
wearing the PlayStation logo,
1637
01:39:22,997 --> 01:39:24,998
and they probably haven't
played a game in their life,
1638
01:39:24,999 --> 01:39:27,801
but if they're embracing the
brand as being something cool,
1639
01:39:27,802 --> 01:39:32,726
then that's kind of what made the
whole video games market explode, I think.
1640
01:39:32,727 --> 01:39:36,409
For me, the quintessential
PlayStation ad of all time
1641
01:39:36,410 --> 01:39:40,214
that still gets a good 10,000 hits
a month, written by James Sinclair,
1642
01:39:41,576 --> 01:39:45,620
headed up by Trevor Beattie
at TBWA, was Double Life.
1643
01:39:47,461 --> 01:39:49,623
For years
I've lived a double life.
1644
01:39:49,624 --> 01:39:51,585
In the day I do my job.
1645
01:39:51,586 --> 01:39:55,308
I ride the bus, roll up my
sleeves with the hoi polloi.
1646
01:39:55,309 --> 01:39:58,431
But at night, I live
a life of exhilaration.
1647
01:39:58,432 --> 01:40:00,954
Of missed heartbeats
and adrenaline.
1648
01:40:00,955 --> 01:40:03,476
And if the truth
be known...
1649
01:40:03,477 --> 01:40:05,600
A life of
dubious virtue.
1650
01:40:06,721 --> 01:40:09,563
I won't deny I've been
engaged in violence,
1651
01:40:09,564 --> 01:40:11,244
even indulged in it.
1652
01:40:11,245 --> 01:40:13,847
I have maimed
and killed adversaries,
1653
01:40:13,848 --> 01:40:16,209
and not merely
in self-defence.
1654
01:40:16,210 --> 01:40:18,652
I've exhibited
disregard for life...
1655
01:40:18,653 --> 01:40:21,014
Limb.
And property.
1656
01:40:21,015 --> 01:40:23,376
And savoured every moment.
1657
01:40:23,377 --> 01:40:25,819
You may not think
it to look at me...
1658
01:40:25,820 --> 01:40:27,500
But I have
commanded armies...
1659
01:40:27,501 --> 01:40:29,382
And conquered worlds.
1660
01:40:29,383 --> 01:40:31,545
And though in achieving
these things...
1661
01:40:31,546 --> 01:40:33,987
I have set morality aside...
1662
01:40:33,988 --> 01:40:35,789
I have no regrets.
1663
01:40:35,790 --> 01:40:37,911
It still gives me goosebumps
whenever I see it.
1664
01:40:37,912 --> 01:40:39,553
I think it's utterly timeless.
1665
01:40:39,554 --> 01:40:41,555
If you put it up now on TV,
1666
01:40:41,556 --> 01:40:44,798
it still would be as fresh
as it was back then.
1667
01:40:44,799 --> 01:40:47,761
It really captured
the tone perfectly.
1668
01:40:47,762 --> 01:40:49,963
You just had to see
the amplification effect
1669
01:40:49,964 --> 01:40:51,605
of all the marketing
and promotion,
1670
01:40:51,606 --> 01:40:53,727
and games was cool.
1671
01:40:53,728 --> 01:40:57,210
And we were now a
mainstream entertainment brand.
1672
01:40:57,211 --> 01:40:58,892
We were no longer a toy.
1673
01:40:58,893 --> 01:41:02,215
And it wasn't "geeks," and I say
that in the most respectful way.
1674
01:41:02,216 --> 01:41:04,578
Weren't geeks that
were playing games.
1675
01:41:04,579 --> 01:41:06,740
It was the "cool kids"
that were playing video games.
1676
01:41:06,741 --> 01:41:10,183
It was an amazing time
as a game creator
1677
01:41:10,184 --> 01:41:11,985
and as a game player.
1678
01:41:11,986 --> 01:41:15,028
That first PlayStation took
away so many of the limitations
1679
01:41:15,029 --> 01:41:17,030
that we'd had in the past.
1680
01:41:17,031 --> 01:41:19,072
Suddenly, cartridges... Didn't
have to worry about cartridges.
1681
01:41:19,073 --> 01:41:22,315
We had 600 megabytes
on the CD-ROM.
1682
01:41:22,316 --> 01:41:26,039
As far as hardware went,
powerful, and in 3D as well.
1683
01:41:26,040 --> 01:41:28,162
It was a revolution.
1684
01:44:42,516 --> 01:44:45,678
So the hardware team
behind PlayStation One...
1685
01:44:45,679 --> 01:44:47,680
As soon as the hardware
was finished,
1686
01:44:47,681 --> 01:44:49,602
they went on
to two new projects.
1687
01:44:49,603 --> 01:44:52,565
They went on to
a cost-reduction project,
1688
01:44:52,566 --> 01:44:57,770
which was same format, same capability,
but just making it cheaper and cheaper.
1689
01:44:57,771 --> 01:45:00,093
The second team,
the advance team,
1690
01:45:00,094 --> 01:45:03,096
then went
and started working on
1691
01:45:03,097 --> 01:45:06,901
a version of the PlayStation
chipset for the arcades.
1692
01:45:07,600 --> 01:45:14,240
Before the PlayStation
was released as a home console,
1693
01:45:14,320 --> 01:45:18,480
work was already underway on
Namco's System 11 arcade board.
1694
01:45:19,040 --> 01:45:25,720
This board incorporated some
of the PlayStation architecture,
1695
01:45:26,680 --> 01:45:31,520
such as the CPU, which was
developed by Mr. Kutaragi's team.
1696
01:45:32,120 --> 01:45:35,000
what Namco was most surprised by
1697
01:45:35,080 --> 01:45:39,040
was the cost, how cheap it was.
1698
01:45:39,120 --> 01:45:42,520
To be able to make something
with that capability
1699
01:45:42,600 --> 01:45:44,960
for that price, was pretty surprising.
1700
01:45:45,800 --> 01:45:49,560
What Mr. Kutaragi was
trying to do at that time,
1701
01:45:49,640 --> 01:45:53,640
by making a low cost polygon chip
1702
01:45:53,720 --> 01:45:55,880
available to the global market,
1703
01:45:55,960 --> 01:45:58,920
marked a paradigm shift
in the polygon era.
1704
01:45:59,440 --> 01:46:04,440
Although Namco had a board
1705
01:46:04,560 --> 01:46:06,760
with better polygon
technology and capabilities,
1706
01:46:06,840 --> 01:46:11,520
this was an interesting
business model for us,
1707
01:46:11,600 --> 01:46:15,120
and we continued
to work with Mr. Kutaragi.
1708
01:46:16,250 --> 01:46:18,571
And once that project
had been finished,
1709
01:46:18,572 --> 01:46:20,613
the team behind that
1710
01:46:20,614 --> 01:46:25,098
then started to think about what
was going to be PlayStation 2.
1711
01:46:25,099 --> 01:46:27,941
Those days were quite a roller-coaster
of new hardware to play with
1712
01:46:27,942 --> 01:46:30,303
because we were also looking
at PocketStation as well,
1713
01:46:30,304 --> 01:46:33,106
which was going to come out
in '99 in Japan.
1714
01:46:33,107 --> 01:46:35,828
And so, we heard
the PlayStation 2 was coming.
1715
01:46:35,829 --> 01:46:39,913
We heard that it was essentially
taking some of the experiences
1716
01:46:39,914 --> 01:46:42,355
that our colleagues
in Japan had,
1717
01:46:42,356 --> 01:46:45,478
and it was going to be the
next iteration of hardware.
1718
01:46:45,479 --> 01:46:49,002
But not just an evolution.
It had to be a revolution,
1719
01:46:49,003 --> 01:46:52,325
because it also had to last
for a good decade.
1720
01:46:52,326 --> 01:46:56,249
And we had to take the best
hardware that we could at the time
1721
01:46:56,250 --> 01:46:58,091
to create that PlayStation 2.
1722
01:46:58,092 --> 01:47:02,735
And with PlayStation 2, we built
our own chip manufacturing facilities
1723
01:47:02,736 --> 01:47:05,178
and we invested
a huge amount of money
1724
01:47:05,179 --> 01:47:08,581
in designing our own graphics
chip and hardware,
1725
01:47:08,582 --> 01:47:11,544
that meant we were much
more in control of our own destiny.
1726
01:47:11,545 --> 01:47:14,667
We could build a much, much
higher-performance device
1727
01:47:14,668 --> 01:47:17,750
that would leapfrog
orders of magnitude
1728
01:47:17,751 --> 01:47:21,234
beyond what even the PC
and the workstations were doing.
1729
01:47:21,235 --> 01:47:23,076
There was
quite a shock
1730
01:47:23,077 --> 01:47:27,881
when people found out what kind
of hardware was in PS2.
1731
01:47:29,043 --> 01:47:32,085
Because I think
we all expected PS1 plus.
1732
01:47:32,086 --> 01:47:35,568
So, PlayStation One had been
really neat, very easy,
1733
01:47:35,569 --> 01:47:37,930
compared, to say,
with the Saturn, for example.
1734
01:47:37,931 --> 01:47:39,292
So everyone expected
the PlayStation 2
1735
01:47:39,293 --> 01:47:40,813
to be more of the same.
And they didn't.
1736
01:47:40,814 --> 01:47:44,257
They actually produced something
with, you know, 16 processors
1737
01:47:44,258 --> 01:47:45,938
and chips doing this
and chips doing that.
1738
01:47:45,939 --> 01:47:48,901
So it was an absolute nightmare,
'cause it was nothing like a PC.
1739
01:47:48,902 --> 01:47:52,185
The PS2 is very much geared
to do polygonal 3D.
1740
01:47:52,186 --> 01:47:54,827
I mean, that's pretty much
what everybody used it for,
1741
01:47:54,828 --> 01:47:59,352
and it does it at a much
faster rate than the PS1.
1742
01:47:59,353 --> 01:48:02,435
And one of the biggest differences
between the PS1 and PS2
1743
01:48:02,436 --> 01:48:04,998
is the speed of access
to the graphical memory.
1744
01:48:04,999 --> 01:48:07,000
On the PS2, the speed of
access to the graphical memory
1745
01:48:07,001 --> 01:48:09,122
is just ridiculously high.
1746
01:48:09,123 --> 01:48:12,405
It finally let us do these
frame-based graphical effects,
1747
01:48:12,406 --> 01:48:14,567
and stencils and shadows
1748
01:48:14,568 --> 01:48:16,729
and all this extra stuff
that we couldn't do until then.
1749
01:48:16,730 --> 01:48:18,491
And then you had
the two vector units,
1750
01:48:18,492 --> 01:48:20,933
which were incredibly awesome,
1751
01:48:20,934 --> 01:48:24,617
super-high throughput
vector-processing designs,
1752
01:48:24,618 --> 01:48:28,821
with their own weird buses and
DMA and very small memory footprints.
1753
01:48:28,822 --> 01:48:32,225
And, like, no typical software
would ever run on them.
1754
01:48:32,226 --> 01:48:37,550
You basically had to write
really custom assembly engines
1755
01:48:37,551 --> 01:48:38,991
to power these things.
1756
01:48:38,992 --> 01:48:40,553
And that's what most
people didn't do.
1757
01:48:40,554 --> 01:48:42,355
Like, we had a ton of them
in Jak and Daxter,
1758
01:48:42,356 --> 01:48:44,397
and you could basically,
1759
01:48:44,398 --> 01:48:47,840
fifty to one hundredfold the
speed of some particular operation,
1760
01:48:47,841 --> 01:48:50,323
if it was something that could
be done while in the vector unit,
1761
01:48:50,324 --> 01:48:52,965
and you spent,
like, two months
1762
01:48:52,966 --> 01:48:56,449
crafting a vector unit
system to handle it.
1763
01:48:56,450 --> 01:48:58,731
But it made the program
enormously complicated.
1764
01:48:58,732 --> 01:49:01,574
You had to get really down
and dirty with this hardware,
1765
01:49:01,575 --> 01:49:04,697
and get really comfortable
writing, you know, simple programs,
1766
01:49:04,698 --> 01:49:06,899
but you're uploading
into these vector units
1767
01:49:06,900 --> 01:49:09,662
that are impossibly
challenging to debug
1768
01:49:09,663 --> 01:49:13,626
when something goes wrong, and things
can go wrong in so many different ways.
1769
01:49:13,627 --> 01:49:15,868
When I started at Sony Japan,
1770
01:49:15,869 --> 01:49:19,232
I started working behind closed
doors, basically, on the PlayStation 2,
1771
01:49:19,233 --> 01:49:23,716
and I wrote simulators to simulate
what the new chips would be doing.
1772
01:49:23,717 --> 01:49:26,038
They were called
the VU1 and the VU0.
1773
01:49:26,039 --> 01:49:29,482
Kutaragi at the time was saying
that he wanted non-polygonal 3D,
1774
01:49:29,483 --> 01:49:31,404
even though it didn't really
quite come to that.
1775
01:49:31,405 --> 01:49:37,250
Initially, I kind of managed to
make a system using the VU1 chip
1776
01:49:37,251 --> 01:49:41,094
that would actually break down
curved data into polygonal data,
1777
01:49:41,095 --> 01:49:43,576
and then spit that out
to be rendered as polygons.
1778
01:49:43,577 --> 01:49:46,299
So, eventually,
the final stage was polygons,
1779
01:49:46,300 --> 01:49:48,781
but the data which was being
processed wasn't polygons.
1780
01:49:48,782 --> 01:49:51,104
It was just curved data
information.
1781
01:49:51,105 --> 01:49:52,905
And so, using
all these techniques,
1782
01:49:52,906 --> 01:49:55,628
I managed to pull together
this duck-in-a-bath demo
1783
01:49:55,629 --> 01:49:58,391
with, like, water
and reflections,
1784
01:49:58,392 --> 01:50:02,395
and, you know, using all these techniques
we didn't have access to until then,
1785
01:50:02,396 --> 01:50:05,478
which most people don't realize
isn't using polygonal data.
1786
01:50:05,479 --> 01:50:07,320
It's using curve surface data,
1787
01:50:07,321 --> 01:50:09,522
which at the time was
very new, very different.
1788
01:50:09,523 --> 01:50:13,166
Phil Harrison
had come to Foster City
1789
01:50:13,167 --> 01:50:15,408
and he showed us
this water demo.
1790
01:50:15,409 --> 01:50:17,049
And I remember
exactly the words.
1791
01:50:17,050 --> 01:50:19,011
He's like, "Can you
just imagine Lara Croft..."
1792
01:50:19,012 --> 01:50:20,773
Who was ruling the roost
those days.
1793
01:50:20,774 --> 01:50:22,735
The biggest game out
was Tomb Raider.
1794
01:50:22,736 --> 01:50:25,658
He's like, "Can you imagine her
diving into that water?"
1795
01:50:25,659 --> 01:50:28,461
And it just fired everybody's
imagination. Certainly mine.
1796
01:50:28,462 --> 01:50:31,664
Like, "Oh, my God, yeah,
this is next level stuff."
1797
01:50:31,665 --> 01:50:34,747
I was invited in very early
on PlayStation 2,
1798
01:50:34,748 --> 01:50:36,589
as were Naughty Dog
and Insomniac,
1799
01:50:36,590 --> 01:50:40,234
because we'd been creating
these big titles for PlayStation One.
1800
01:50:40,914 --> 01:50:42,515
And, in particular,
1801
01:50:42,516 --> 01:50:45,758
I ended up going on a sabbatical
to Japan for three months,
1802
01:50:45,759 --> 01:50:47,480
and working out
of a locked room
1803
01:50:47,481 --> 01:50:50,243
where the very first
prototypes were kept.
1804
01:50:50,244 --> 01:50:53,526
I was sitting side-by-side with the
people who were making the demos
1805
01:50:53,527 --> 01:50:56,329
that would be used for the
announcement of PlayStation 2.
1806
01:50:56,330 --> 01:50:58,571
But my role was not
to make a demo.
1807
01:50:58,572 --> 01:51:03,936
My job was to do the early work that
hopefully would lead to the engines
1808
01:51:03,937 --> 01:51:07,821
of what became Ratchet and
Clank and Jak and Daxter.
1809
01:51:08,822 --> 01:51:11,504
Man, that stung!
1810
01:51:11,505 --> 01:51:14,348
I told you we shouldn't have
come here and you listened!
1811
01:51:15,509 --> 01:51:16,630
What?
1812
01:51:21,395 --> 01:51:23,716
With Jak and Daxter,
we went to open world,
1813
01:51:23,717 --> 01:51:25,918
taking a cue off Mario
and Banjo-Kazooie,
1814
01:51:25,919 --> 01:51:28,961
but we wanted to try to make
more intense gameplay
1815
01:51:28,962 --> 01:51:30,162
with the open world,
1816
01:51:30,163 --> 01:51:31,524
and there was a lot
of learning curve there.
1817
01:51:31,525 --> 01:51:34,847
With PlayStation 2, we were
finally able to have vistas.
1818
01:51:34,848 --> 01:51:38,571
I mean, we could not restrict
the player to a smaller area
1819
01:51:38,572 --> 01:51:40,693
like we'd been doing
on PlayStation One.
1820
01:51:40,694 --> 01:51:42,615
You could see
into the distance,
1821
01:51:42,616 --> 01:51:44,497
you could see where you were
heading as a player.
1822
01:51:44,498 --> 01:51:47,260
That was one of the core
concepts behind Jak and Daxter.
1823
01:51:47,261 --> 01:51:49,982
Let's have this broad,
completely connected world
1824
01:51:49,983 --> 01:51:51,424
and just let you explore it.
1825
01:51:51,425 --> 01:51:53,426
And I don't feel
that would've been possible
1826
01:51:53,427 --> 01:51:57,149
at any reasonable level of
graphical quality on PlayStation One.
1827
01:51:57,150 --> 01:52:00,913
We pursued this whole giant,
seamless world thing successfully,
1828
01:52:00,914 --> 01:52:05,117
but it was just brutally difficult on
the design and the technical aspects.
1829
01:52:05,118 --> 01:52:08,120
We had to deal with
the PlayStation itself,
1830
01:52:08,121 --> 01:52:11,203
which, like, to max out
involved... Just in that one game,
1831
01:52:11,204 --> 01:52:14,527
we rewrote most of the main
systems, including the graphics systems,
1832
01:52:14,528 --> 01:52:16,649
sometimes, like, five times.
1833
01:52:16,650 --> 01:52:20,813
We knew the theoretical performance
we could get out of some system,
1834
01:52:20,814 --> 01:52:23,616
and because the other ones,
while they function,
1835
01:52:23,617 --> 01:52:26,419
we just weren't near it,
because it was so difficult.
1836
01:52:26,420 --> 01:52:28,461
So we would just keep
rewriting and rewriting
1837
01:52:28,462 --> 01:52:31,183
till we got closer and closer
to the theoretical performance.
1838
01:52:31,184 --> 01:52:32,865
We had a lot more power,
1839
01:52:32,866 --> 01:52:35,788
but the expectations were so
much higher for what people wanted.
1840
01:52:35,789 --> 01:52:37,950
PS2 had been...
It had definitely been hyped,
1841
01:52:37,951 --> 01:52:40,913
and we had been part of the hyping
process, right? We were all excited.
1842
01:52:40,914 --> 01:52:43,075
We went from 2D to 3D,
1843
01:52:43,076 --> 01:52:47,199
and now we're going the next leap
forward in terms of what 3D can be.
1844
01:52:47,200 --> 01:52:49,802
So, we had to come up
with ways to render
1845
01:52:49,803 --> 01:52:55,329
much more complex objects, larger
vistas and more detailed characters.
1846
01:52:56,209 --> 01:52:58,491
And our intent
was to demonstrate
1847
01:52:58,492 --> 01:53:00,893
that we could move
beyond the PlayStation One.
1848
01:53:00,894 --> 01:53:03,175
We could take advantage
of the PlayStation 2
1849
01:53:03,176 --> 01:53:05,177
and build these immense cities,
1850
01:53:05,178 --> 01:53:07,420
and at the same time,
1851
01:53:07,421 --> 01:53:13,626
not move too far away from this love
of comedy, these stylized characters.
1852
01:53:13,627 --> 01:53:16,309
Please return your appendages
to the steering mechanism, sir.
1853
01:53:16,310 --> 01:53:18,671
Huh? Oh, right. Sorry.
1854
01:53:18,672 --> 01:53:21,514
Oh, and by the way, you
can stop calling me "sir."
1855
01:53:21,515 --> 01:53:22,635
The name's Ratchet.
1856
01:53:22,636 --> 01:53:24,917
Pleased to make your
acquaintance, sir.
1857
01:53:24,918 --> 01:53:26,359
You got a name?
1858
01:53:26,360 --> 01:53:29,281
My serial number
is B54296...
1859
01:53:29,282 --> 01:53:32,405
Oops! I'll just call you
Clank for short.
1860
01:53:32,406 --> 01:53:36,649
The leap from PlayStation One
to PlayStation 2 was massive,
1861
01:53:36,650 --> 01:53:41,293
and people could feel... As exciting
as PlayStation One was going for 3D,
1862
01:53:41,294 --> 01:53:45,938
the extra processing power, the
Emotion Engine that the CPU...
1863
01:53:45,939 --> 01:53:48,781
And running off a DVD,
1864
01:53:48,782 --> 01:53:51,904
again, gave so much more
freedom to the developers.
1865
01:53:51,905 --> 01:53:54,627
With Orange Games, who
became Guerrilla Games, at the time
1866
01:53:54,628 --> 01:53:58,391
had a great prototype called Marines
that they were calling a budget shooter.
1867
01:53:58,392 --> 01:54:01,474
It didn't quite work out as
being a "budget" shooter,
1868
01:54:01,475 --> 01:54:03,716
but it turned into Killzone
and it was fantastic.
1869
01:54:03,717 --> 01:54:06,038
And I remember when
they first showed Helghasts
1870
01:54:06,039 --> 01:54:09,201
dropping down wires
from the ship into the battle,
1871
01:54:09,202 --> 01:54:13,046
it blew you away, and you knew what
was going to be possible on that platform.
1872
01:54:15,929 --> 01:54:17,329
They've got me
pinned down!
1873
01:54:17,330 --> 01:54:22,174
In my mission to subdue
the success of Xbox,
1874
01:54:22,175 --> 01:54:25,257
I went on a massive campaign
looking for exclusives,
1875
01:54:25,258 --> 01:54:28,020
because we had signed up
Tomb Raider,
1876
01:54:28,021 --> 01:54:31,303
and in Europe, we had
Formula One on exclusive.
1877
01:54:31,304 --> 01:54:34,067
And exclusive titles
sell hardware.
1878
01:54:36,870 --> 01:54:39,271
We were in Los Angeles
at the Sunset Marquis hotel
1879
01:54:39,272 --> 01:54:41,233
and I called up Kelly Sumner
1880
01:54:41,234 --> 01:54:45,237
and said, "Tell me anything you've
got you want to talk about exclusivity on."
1881
01:54:45,238 --> 01:54:48,280
So he came with this title
called "State of Emergency."
1882
01:54:48,281 --> 01:54:51,924
It was a little title about some
sort of a disturbance, a riot,
1883
01:54:51,925 --> 01:54:54,847
and people running
into electronic stores,
1884
01:54:54,848 --> 01:54:56,929
running out
with TVs and things.
1885
01:54:56,930 --> 01:55:00,212
It was a great title. It
did well, too. It was funny.
1886
01:55:00,213 --> 01:55:04,176
And then I did something with
Eutechnyx called Big Mutha Truckers.
1887
01:55:04,177 --> 01:55:05,778
You know, so they
weren't all big.
1888
01:55:05,779 --> 01:55:11,103
But Kelly, at six o'clock
on the night before E3,
1889
01:55:11,104 --> 01:55:13,947
he said, "Well, we could talk
about Grand Theft Auto."
1890
01:55:15,869 --> 01:55:17,710
I think,
if you ask guys,
1891
01:55:17,711 --> 01:55:19,849
"If you could do anything you wanted
to do tonight, what would you do?"
1892
01:55:19,873 --> 01:55:21,994
"I'd shoot my boss,
1893
01:55:21,995 --> 01:55:23,916
"I'd drive a fast car."
1894
01:55:23,917 --> 01:55:26,639
And so, I think that's part
of what made GTA successful.
1895
01:55:26,640 --> 01:55:31,484
It was giving people the ability
to realize their fantasies.
1896
01:55:31,485 --> 01:55:33,526
I said, "Okay, Kelly,
let's do it."
1897
01:55:33,527 --> 01:55:36,609
And finally, the US demanded
in on the deal,
1898
01:55:36,610 --> 01:55:39,452
but they didn't want to know
anything about it when I first did it.
1899
01:55:39,453 --> 01:55:42,014
They weren't into
paying for exclusivity,
1900
01:55:42,015 --> 01:55:45,018
but I said, "Rule number one,
two, three, four.
1901
01:55:45,659 --> 01:55:47,820
"Install the base."
1902
01:55:47,821 --> 01:55:50,382
How do you install base?
Exclusive titles.
1903
01:55:50,383 --> 01:55:53,185
It was one of the first games I
think I played from beginning to end.
1904
01:55:53,186 --> 01:55:56,028
It was just hugely compelling,
and, you know, you felt like
1905
01:55:56,029 --> 01:55:57,830
it was a little bit
morally dubious,
1906
01:55:57,831 --> 01:55:58,992
but it was just
brilliant fun.
1907
01:55:59,953 --> 01:56:01,834
Stop!
1908
01:56:01,835 --> 01:56:04,396
You know, it always amused me
when you'd read media reports about,
1909
01:56:04,397 --> 01:56:07,560
"You could do this, you could
kill these people or do whatever."
1910
01:56:07,561 --> 01:56:10,603
But the reality is you don't
have to do those things.
1911
01:56:10,604 --> 01:56:13,005
You're driving around a city
that's a full living city
1912
01:56:13,006 --> 01:56:14,406
and there's people
on the sidewalk.
1913
01:56:14,407 --> 01:56:16,448
You don't have
to drive over them.
1914
01:56:16,449 --> 01:56:18,771
If you've got a sandbox where
you can do whatever you want to do,
1915
01:56:18,772 --> 01:56:21,374
you know, that's something
that's quite revolutionary.
1916
01:56:24,818 --> 01:56:29,502
I don't think GTA could've
been done on PlayStation One.
1917
01:56:29,503 --> 01:56:32,104
I think it would've been
incredibly difficult to do.
1918
01:56:32,105 --> 01:56:35,067
They were incredibly
powerful machines,
1919
01:56:35,068 --> 01:56:39,471
but you had to be a magician to
actually make it do what you wanted.
1920
01:56:39,472 --> 01:56:41,353
We were really pushing things,
1921
01:56:41,354 --> 01:56:45,758
and I think we'd had the
experience in 3D to make GTA,
1922
01:56:45,759 --> 01:56:47,720
and like the concept
of streaming.
1923
01:56:47,721 --> 01:56:49,481
Streaming was a big risk.
1924
01:56:49,482 --> 01:56:53,405
You couldn't drive inside a machine,
constantly move for 24 hours straight
1925
01:56:53,406 --> 01:56:54,567
and not melt.
1926
01:56:54,568 --> 01:56:56,969
It ended up it did work.
1927
01:56:56,970 --> 01:57:00,172
Yeah, I think Grand Theft Auto is the
game that most people would refer to as
1928
01:57:00,173 --> 01:57:03,896
the moment that
games grew up
1929
01:57:03,897 --> 01:57:08,260
and became more than just
a form of trivial entertainment,
1930
01:57:08,261 --> 01:57:12,905
but actually could become as
important as movies or music or literature.
1931
01:57:12,906 --> 01:57:16,589
Liberty City is in shock today as
the police and emergency services...
1932
01:57:16,590 --> 01:57:21,273
PS1 to PS2 felt, again,
like a significant upgrade
1933
01:57:21,274 --> 01:57:24,677
in terms of graphical prowess
and all the rest of it.
1934
01:57:24,678 --> 01:57:28,240
You know, Kutaragi -san talked
about the Emotion Engine.
1935
01:57:28,241 --> 01:57:31,724
You know, all the chips had their
little names, like the Emotion Engine,
1936
01:57:31,725 --> 01:57:34,206
and this whole premise, "Could
a video game make you cry?"
1937
01:57:34,207 --> 01:57:36,849
It was like... For a game,
it was inspiring that,
1938
01:57:36,850 --> 01:57:40,052
you know, this empowered
people to tell stories
1939
01:57:40,053 --> 01:57:42,094
that could actually
really move you
1940
01:57:42,095 --> 01:57:45,659
in the way that a really good
song or a good film could move you.
1941
01:58:05,080 --> 01:58:11,160
The process of moving from Ico
to Shadow of the Colossus
1942
01:58:13,280 --> 01:58:19,840
wasn't entirely smooth.
1943
01:58:20,000 --> 01:58:26,640
Personally, I was happy with Ico
1944
01:58:26,720 --> 01:58:31,120
and players were happy with it too
1945
01:58:32,040 --> 01:58:36,200
Take lighting as an example
1946
01:58:36,280 --> 01:58:41,840
a lot of video imagery at that time
1947
01:58:41,920 --> 01:58:45,040
was not preoccupied with shadow
and contrast
1948
01:58:45,160 --> 01:58:49,080
there was a lot of pre-rendered
and CG video around
1949
01:58:49,280 --> 01:58:54,960
and games with loud and flashy graphics
1950
01:58:55,200 --> 01:58:59,120
I was interested in more subtle approaches
1951
01:58:59,200 --> 01:59:02,320
to shades and tones
that were closer to reality
1952
01:59:02,400 --> 01:59:06,600
I think that's what differentiated us
at that time
1953
01:59:06,840 --> 01:59:13,520
but it wasn't a great commercial success
1954
01:59:14,160 --> 01:59:18,840
so I came up with Shadow of the Colossus
1955
01:59:23,240 --> 01:59:29,960
But whether it's the story,
the backdrop, the movement
1956
01:59:32,440 --> 01:59:37,640
it's all about making the player
believe the characters are real
1957
01:59:37,720 --> 01:59:42,680
that they exist for real in that world
1958
01:59:42,800 --> 01:59:46,600
for me, that's what it's all about it
1959
01:59:46,840 --> 01:59:53,520
The most effective way
of bringing characters to life
1960
01:59:54,600 --> 01:59:57,240
is through the story of that world
1961
01:59:57,320 --> 02:00:01,800
I always incorporate a story in my games
1962
02:00:01,920 --> 02:00:08,480
but I don't necessarily create games
to tell stories
1963
02:00:12,920 --> 02:00:19,520
The significance of PlayStation
1964
02:00:20,120 --> 02:00:23,000
For me personally
1965
02:00:23,080 --> 02:00:29,120
I feel I was able to become a
games designer and developer
1966
02:00:29,240 --> 02:00:32,880
because of PlayStation
1967
02:00:37,871 --> 02:00:40,272
My favourite game
of the PS2 era,
1968
02:00:40,273 --> 02:00:45,157
and I hope what many would consider
the reference work of the PS2 era,
1969
02:00:45,158 --> 02:00:46,318
was God of War.
1970
02:00:46,319 --> 02:00:48,801
The gods of Olympus
have abandoned me.
1971
02:00:48,802 --> 02:00:53,807
I would put God of War up there as
one of my top five video games of all time.
1972
02:00:57,010 --> 02:00:59,451
There is no God of War
without Ray Harryhausen,
1973
02:00:59,452 --> 02:01:01,613
and there is no God of War
without Raiders of the Lost Ark,
1974
02:01:01,614 --> 02:01:05,377
because those two things...
Down to the fact that when Kratos,
1975
02:01:05,378 --> 02:01:08,781
in one of the first
levels of God of War,
1976
02:01:08,782 --> 02:01:11,343
pushes his body up
against this pillar
1977
02:01:11,344 --> 02:01:13,665
and uses his lower
body strength
1978
02:01:13,666 --> 02:01:15,949
to kick the pillar
to cause it to collapse...
1979
02:01:26,079 --> 02:01:27,719
I'm telling the animators, like,
1980
02:01:27,720 --> 02:01:29,761
"Look what Indiana Jones does
in the Well of the Souls
1981
02:01:29,762 --> 02:01:31,884
"where he kicks
that giant Anubis statue.
1982
02:01:31,885 --> 02:01:33,926
"That's exactly what
I want this to evoke."
1983
02:01:33,927 --> 02:01:36,929
And that was what God of War
was really built on,
1984
02:01:36,930 --> 02:01:38,971
is the desire
1985
02:01:38,972 --> 02:01:41,773
to make a playable version of
Raiders or Clash of the Titans
1986
02:01:41,774 --> 02:01:44,696
that makes you feel
like the star of those movies.
1987
02:01:44,697 --> 02:01:46,538
So, I put all of these...
1988
02:01:46,539 --> 02:01:50,103
At the time, decades
of wannabe film director
1989
02:01:51,024 --> 02:01:52,865
into this one product,
1990
02:01:52,866 --> 02:01:55,948
and said, "This is my shot
to express that."
1991
02:01:55,949 --> 02:01:58,590
That was the beginning and
the reason God of War exists
1992
02:01:58,591 --> 02:02:00,592
in terms of why I pitched it.
1993
02:02:00,593 --> 02:02:02,554
How much is enough, Kratos?
1994
02:02:02,555 --> 02:02:04,236
When will it end?
1995
02:02:04,237 --> 02:02:06,880
When the glory of Sparta is
known throughout the world.
1996
02:02:07,600 --> 02:02:09,761
"The glory of Sparta."
1997
02:02:09,762 --> 02:02:11,884
We knew we would
have to use some cut scenes,
1998
02:02:11,885 --> 02:02:17,129
but we really wanted to try to do
as much storytelling in gameplay
1999
02:02:17,130 --> 02:02:19,491
because we knew that that
would be a more powerful way
2000
02:02:19,492 --> 02:02:21,453
to express storytelling.
2001
02:02:21,454 --> 02:02:23,535
Suddenly, we were like,
2002
02:02:23,536 --> 02:02:26,098
"Wow. You're going to be experiencing
more than just this gameplay.
2003
02:02:26,099 --> 02:02:30,062
"You're going to be taking on
the role and the emotional impact
2004
02:02:30,063 --> 02:02:31,663
"of this scenario.
2005
02:02:31,664 --> 02:02:34,626
"We want you to step
into the sandals of Kratos,
2006
02:02:34,627 --> 02:02:36,828
"who is this vicious killer."
2007
02:02:36,829 --> 02:02:40,632
And so, it was just a lot
of conscious gameplay design
2008
02:02:40,633 --> 02:02:43,835
about wherever we could fit
character in gameplay,
2009
02:02:43,836 --> 02:02:45,597
that was always
the way we would go.
2010
02:02:45,598 --> 02:02:47,399
And it was very hard to do,
2011
02:02:47,400 --> 02:02:51,083
and it added a lot of stress to the
team and a lot of time to the schedule
2012
02:02:51,084 --> 02:02:55,287
because we were saying gameplay
and storytelling can be fused together,
2013
02:02:55,288 --> 02:02:58,891
and they really should be the same thing
where we can do that as often as we can.
2014
02:02:58,892 --> 02:03:04,216
So that was a big pillar, philosophically,
when it came to developing that game.
2015
02:03:04,217 --> 02:03:07,940
Sony PlayStation 2 will be
the biggest thing to come along
2016
02:03:07,941 --> 02:03:09,461
since TV was invented.
2017
02:03:09,462 --> 02:03:11,783
I'm ready.
Everyone's ready, right?
2018
02:03:11,784 --> 02:03:15,107
Who wants a PlayStation 2?
2019
02:03:15,108 --> 02:03:18,630
PS2 was definitely a lot more
powerful than the first PlayStation.
2020
02:03:18,631 --> 02:03:21,073
It was a quantum leap in
terms of what it could offer.
2021
02:03:21,074 --> 02:03:24,636
But what a lot of people
maybe don't remember
2022
02:03:24,637 --> 02:03:28,120
is that for the first couple of years
there wasn't that much coming out for it.
2023
02:03:28,121 --> 02:03:29,681
Especially not
from third parties.
2024
02:03:29,682 --> 02:03:34,927
Why? Because it was
an absolute pig to program.
2025
02:03:34,928 --> 02:03:37,009
If I'm going to be
polite about it.
2026
02:03:37,010 --> 02:03:41,573
Because, unless you'd had some
grounding in assembler,
2027
02:03:41,574 --> 02:03:44,736
you were never going to get the
best out of that complex hardware.
2028
02:03:44,737 --> 02:03:46,218
So that was the price
you paid.
2029
02:03:46,219 --> 02:03:47,739
Yes, you get more power.
2030
02:03:47,740 --> 02:03:49,581
The price you pay
2031
02:03:49,582 --> 02:03:52,344
is you have to know how to get
the best out of those vector units,
2032
02:03:52,345 --> 02:03:54,906
which meant old-school
assembler-like skills.
2033
02:03:54,907 --> 02:03:57,069
People did get it eventually.
2034
02:03:57,070 --> 02:04:01,353
And I think, had PlayStation not had
the momentum from PlayStation One,
2035
02:04:01,354 --> 02:04:05,197
then they might have found
it harder to convince people
2036
02:04:05,198 --> 02:04:08,040
that the PS2
was an amazing system.
2037
02:04:08,041 --> 02:04:10,242
It was an amazing system,
2038
02:04:10,243 --> 02:04:13,205
but people had to invest a lot of
RandD to start to get the best out of it.
2039
02:04:13,206 --> 02:04:15,527
So, you had to wait two,
three, four years
2040
02:04:15,528 --> 02:04:19,011
for the third parties
to find their feet on PS2.
2041
02:04:19,012 --> 02:04:22,615
But when they did... You know,
the results speak for themselves.
2042
02:04:26,499 --> 02:04:30,262
Silent Hill 2.
The visual leap was notable.
2043
02:04:30,263 --> 02:04:33,266
You know, you went from having
very, very obviously polygon shapes,
2044
02:04:34,107 --> 02:04:36,108
to suddenly rounded characters
2045
02:04:36,109 --> 02:04:38,830
that are moving within
these 3D environments.
2046
02:04:38,831 --> 02:04:41,673
Gran Turismo really showed off,
graphically, what it could do.
2047
02:04:41,674 --> 02:04:43,355
And then you get
Tekkens for it.
2048
02:04:43,356 --> 02:04:46,038
The visuals are so,
so much better.
2049
02:04:46,039 --> 02:04:49,561
It wasn't just polish, it was
a sense of ambition again,
2050
02:04:49,562 --> 02:04:51,683
and people were just
having fun with it again.
2051
02:04:51,684 --> 02:04:55,128
The ethos of "anyone can create
for this" was still there.
2052
02:04:57,290 --> 02:04:59,611
We'd had a lot of success with
Formula One on PlayStation One.
2053
02:04:59,612 --> 02:05:01,973
We took the license
for World Rally Championship
2054
02:05:01,974 --> 02:05:04,376
and that first WRC
just blew you away
2055
02:05:04,377 --> 02:05:08,101
in terms of a look of a
racing game at that time.
2056
02:05:10,383 --> 02:05:13,185
You look at games that
came out of the London Studio
2057
02:05:13,186 --> 02:05:15,147
like SingStar and EyeToy: Play,
2058
02:05:15,148 --> 02:05:18,430
their game interface was either
the camera for EyeToy: Play,
2059
02:05:18,431 --> 02:05:20,072
or a microphone for SingStar.
2060
02:05:20,073 --> 02:05:22,634
So it made it a lot more
inclusive, and it's something
2061
02:05:22,635 --> 02:05:24,076
I think PlayStation's
always been about,
2062
02:05:24,077 --> 02:05:27,519
wanting to include not just
publishers and developers,
2063
02:05:27,520 --> 02:05:29,242
but all sorts of different
players as well.
2064
02:05:31,524 --> 02:05:34,046
Pro Evo
really exploded at that point
2065
02:05:34,047 --> 02:05:37,129
and PlayStation 2 was the era
of Pro Evolution Soccer.
2066
02:05:37,130 --> 02:05:39,611
It's coming back now
in terms of its popularity,
2067
02:05:39,612 --> 02:05:41,613
but everybody would
go and play Pro Evo.
2068
02:05:41,614 --> 02:05:43,575
Harry Potter,
Lord of the Rings...
2069
02:05:43,576 --> 02:05:46,778
Big licenses were
selling bucketloads.
2070
02:05:46,779 --> 02:05:49,261
I mean, I remember one
Christmas, PS2 came out
2071
02:05:49,262 --> 02:05:52,464
and you had Harry Potter, one
of the Lord of the Rings titles,
2072
02:05:52,465 --> 02:05:53,945
FIFA and Grand Theft Auto,
2073
02:05:53,946 --> 02:05:58,510
and just selling tens and tens
of thousands of these things.
2074
02:05:58,511 --> 02:06:01,473
So, hugely successful
era for Sony.
2075
02:06:01,474 --> 02:06:04,156
I think for buyers
of the PlayStation,
2076
02:06:04,157 --> 02:06:07,559
who loved the brand
and who loved the product...
2077
02:06:07,560 --> 02:06:10,041
I think it was maybe a little
bit of an easier sell
2078
02:06:10,042 --> 02:06:14,526
to say this is the newest, latest,
upgraded version of what you love already.
2079
02:06:14,527 --> 02:06:19,451
I think that was probably
not as challenging.
2080
02:06:19,452 --> 02:06:22,895
I mean, the marketing at
the time was fairly left-field.
2081
02:06:28,901 --> 02:06:31,062
David Lynch came in
to direct the advert.
2082
02:06:31,063 --> 02:06:32,865
It was brilliantly surreal.
2083
02:06:39,152 --> 02:06:42,314
Where are we...
2084
02:06:42,315 --> 02:06:45,237
Disembodied arms
coming out of people's mouths,
2085
02:06:45,238 --> 02:06:47,279
talking ducks
wearing suits and stuff.
2086
02:06:47,280 --> 02:06:48,360
It was straight
out of Twin Peaks.
2087
02:06:48,361 --> 02:06:51,404
Welcome to the Third Place.
2088
02:06:53,126 --> 02:06:56,768
PlayStation 2.
The Third Place.
2089
02:06:56,769 --> 02:06:57,889
And I loved it.
2090
02:06:57,890 --> 02:06:59,531
And I don't think
anyone understood it,
2091
02:06:59,532 --> 02:07:01,813
but, you know, when
you're that enigmatic a brand
2092
02:07:01,814 --> 02:07:04,656
people kind of imbue you
with all sorts of wisdom
2093
02:07:04,657 --> 02:07:06,898
when they see crazy stuff,
2094
02:07:06,899 --> 02:07:10,622
and, you know, it obviously joined
the ranks of all the other advertising
2095
02:07:10,623 --> 02:07:12,784
that we'd done with Chris
Cunningham and the likes of that.
2096
02:07:12,785 --> 02:07:15,187
Space pixies and all sorts.
2097
02:07:15,188 --> 02:07:18,190
And, you know, it became
part of our history.
2098
02:07:18,191 --> 02:07:24,156
One of the little-appreciated facts,
and it's almost rather mundane,
2099
02:07:24,157 --> 02:07:27,399
is the fact that the PS2
was a DVD player.
2100
02:07:27,400 --> 02:07:30,362
And we were by far the cheapest
DVD player on the market.
2101
02:07:30,363 --> 02:07:35,167
So, certainly, we were principally,
primarily, a video gaming console,
2102
02:07:35,168 --> 02:07:39,691
but having that secondary feature
of being a really cheap DVD player,
2103
02:07:39,692 --> 02:07:41,173
that helped us a lot.
2104
02:07:41,174 --> 02:07:45,857
And in Spain, the size of
the market tripled overnight
2105
02:07:45,858 --> 02:07:49,261
because our managing
director, James Armstrong,
2106
02:07:49,262 --> 02:07:52,544
made campaigns about DVD.
2107
02:07:52,545 --> 02:07:55,347
And, of course, the Japanese
PlayStation people went berserk.
2108
02:07:55,348 --> 02:07:57,470
"You should've been
advertising GT."
2109
02:07:58,631 --> 02:08:01,112
"Hey, you know,
people don't have DVDs.
2110
02:08:01,113 --> 02:08:02,554
"They're going to have
to pay the same price
2111
02:08:02,555 --> 02:08:04,476
"for a DVD player
as a PlayStation."
2112
02:08:04,477 --> 02:08:07,199
I said, "Buy a DVD player
and get a PlayStation free."
2113
02:08:07,200 --> 02:08:08,561
It was kind of the message.
2114
02:08:10,603 --> 02:08:14,566
And it worked. Spain had an
amazing success with that positioning.
2115
02:08:14,567 --> 02:08:16,208
Amazing.
2116
02:08:16,209 --> 02:08:20,252
PlayStation 2 has set the benchmark
in terms of ambition, even today,
2117
02:08:20,253 --> 02:08:23,495
for what modern video games
can and should be,
2118
02:08:23,496 --> 02:08:28,780
in terms of storytelling,
epic graphics, open world,
2119
02:08:28,781 --> 02:08:31,583
action, fun, excitement.
2120
02:08:31,584 --> 02:08:32,585
Absolutely.
2121
02:11:27,880 --> 02:11:31,603
Because the PS2
was such an enormous success,
2122
02:11:31,604 --> 02:11:34,807
I suspect PlayStation
as an organization
2123
02:11:35,287 --> 02:11:36,489
felt like
2124
02:11:38,330 --> 02:11:40,892
they could get away
with pretty much anything.
2125
02:11:40,893 --> 02:11:46,619
And a $2 billion investment
into a brand-new chip
2126
02:11:47,580 --> 02:11:51,103
that was touted
as a supercomputer
2127
02:11:51,904 --> 02:11:56,028
could be seen as probably
2128
02:11:57,590 --> 02:12:00,391
the bravest gamble ever made,
2129
02:12:00,392 --> 02:12:04,476
or one of the most dangerous follies
ever committed by a large company,
2130
02:12:04,477 --> 02:12:07,879
or, potentially, one of the
greatest acts of self-harm.
2131
02:12:07,880 --> 02:12:09,881
You could spin it
either way.
2132
02:12:09,882 --> 02:12:12,764
The Blu-ray drive when
Blu-ray wasn't quite ready.
2133
02:12:12,765 --> 02:12:20,492
It was like a version 0.9 Blu-ray
drive that was in the original PS3,
2134
02:12:20,493 --> 02:12:22,935
which was a vastly expensive
thing to manufacture.
2135
02:12:31,223 --> 02:12:35,026
For an engine developer, the PS3
was... It was a really unique beast
2136
02:12:35,027 --> 02:12:36,748
with the cell architecture.
2137
02:12:36,749 --> 02:12:42,113
To me, I felt like... A little
bit of, "Holy crap, I've gotta...
2138
02:12:42,114 --> 02:12:45,637
"I've got to rethink a lot of
things to make good use of this."
2139
02:12:45,638 --> 02:12:49,040
When we heard about
the PlayStation 3,
2140
02:12:49,041 --> 02:12:52,644
we saw an opportunity to get
out early on a platform,
2141
02:12:52,645 --> 02:12:54,606
something we really
hadn't done before.
2142
02:12:54,607 --> 02:13:00,012
And the opportunity to be a launch
title was incredibly enticing for us.
2143
02:13:02,374 --> 02:13:04,335
So, we came up with Resistance,
2144
02:13:04,336 --> 02:13:08,700
this world where the Earth's
history was different,
2145
02:13:08,701 --> 02:13:10,903
thanks to the arrival
of an alien species.
2146
02:13:13,025 --> 02:13:16,708
Russia
and Europe have fallen.
2147
02:13:16,709 --> 02:13:19,591
Resistance: Fall of Man was
challenging in a lot of ways.
2148
02:13:19,592 --> 02:13:21,953
It was our first launch title.
2149
02:13:21,954 --> 02:13:24,155
So that made it hard,
2150
02:13:24,156 --> 02:13:26,918
just because you're dealing
with hardware that's...
2151
02:13:26,919 --> 02:13:29,480
Hardware that's new, the
documentation isn't there yet,
2152
02:13:29,481 --> 02:13:32,964
the operating system is
constantly getting changed around,
2153
02:13:32,965 --> 02:13:35,246
you don't know how much memory
you're really going to have at launch
2154
02:13:35,247 --> 02:13:37,048
'cause the operating system
is taking a chunk of it.
2155
02:13:37,049 --> 02:13:39,251
In some sense,
it was an awesome design
2156
02:13:40,653 --> 02:13:44,175
for how much power
you could get for the price.
2157
02:13:44,176 --> 02:13:49,300
And in another sense, it was
so different than everything else
2158
02:13:49,301 --> 02:13:52,063
that it was hard for people
to take advantage of it.
2159
02:13:52,064 --> 02:13:54,986
I learned a lot of things in the
process of working on Resistance.
2160
02:13:54,987 --> 02:13:58,590
One of the big ones was
don't do a launch title.
2161
02:13:58,591 --> 02:14:00,111
Particularly,
don't do a launch title
2162
02:14:00,112 --> 02:14:02,954
for a hardware as complex
as PlayStation 3 was.
2163
02:14:02,955 --> 02:14:06,678
It was perhaps the most
difficult project
2164
02:14:06,679 --> 02:14:09,961
that I have worked on
in my career.
2165
02:14:09,962 --> 02:14:14,085
Yeah, launch titles. Yeah,
nerves. There's a lot of expectation.
2166
02:14:14,086 --> 02:14:15,927
But so exciting as well.
2167
02:14:15,928 --> 02:14:18,770
And trying to push things
as far as you can
2168
02:14:18,771 --> 02:14:22,013
on a new platform,
in a fixed time frame,
2169
02:14:22,014 --> 02:14:24,015
it's the biggest challenges
you're going to get
2170
02:14:24,016 --> 02:14:25,457
as a creator or a developer.
2171
02:14:36,108 --> 02:14:39,190
MotorStorm, I think,
was one of the definitive
2172
02:14:39,191 --> 02:14:40,512
products for PlayStation 3.
2173
02:14:42,795 --> 02:14:47,759
You're building ahead of the launch
of the hardware, install base zero.
2174
02:14:47,760 --> 02:14:50,882
So, Sony have a role to play there,
to invest in the product with you.
2175
02:14:50,883 --> 02:14:56,487
And it becomes one of the
definitive properties on PlayStation 3
2176
02:14:56,488 --> 02:14:58,249
because it's new.
2177
02:14:58,250 --> 02:15:00,371
Right? Because it's innovative.
2178
02:15:00,372 --> 02:15:03,534
MotorStorm, to me, epitomized
what a launch title is all about,
2179
02:15:03,535 --> 02:15:07,219
something that's fresh and
innovative in an existing genre.
2180
02:15:11,864 --> 02:15:13,585
Planet Earth.
2181
02:15:16,028 --> 02:15:18,710
Or as the rest
of the omniverse call it,
2182
02:15:18,711 --> 02:15:21,472
the Orb of Dreamers.
2183
02:15:21,473 --> 02:15:23,354
The birth
of LittleBigPlanet was
2184
02:15:23,355 --> 02:15:25,797
we'd managed to organize
a meeting with Phil Harrison,
2185
02:15:25,798 --> 02:15:27,439
who was the top man
at the time at Sony.
2186
02:15:30,242 --> 02:15:34,005
Phil Harrison really latched on to
the user-created content side of it.
2187
02:15:34,006 --> 02:15:36,127
I was really getting excited
2188
02:15:36,128 --> 02:15:39,851
by this idea of being able to make
a tool that lets you make games,
2189
02:15:39,852 --> 02:15:45,056
which kind of felt like part of my
spiritual mission somehow. It's like...
2190
02:15:45,057 --> 02:15:48,179
"Well, back in the day I remember
how excited I was about making games
2191
02:15:48,180 --> 02:15:50,261
"and how hard it was
to get into the industry.
2192
02:15:50,262 --> 02:15:53,985
"We can do this thing that allows
people to make games on consoles,
2193
02:15:53,986 --> 02:15:57,028
"which is otherwise really inaccessible
for them to make games on."
2194
02:15:57,029 --> 02:16:01,392
And then, Phil Harrison says,
"Well, we want to show this at GDC.
2195
02:16:01,393 --> 02:16:03,354
"We've got this big announcement
thing and we'd like to show it there."
2196
02:16:03,355 --> 02:16:06,277
And we were like,
"Okay, no pressure."
2197
02:16:06,278 --> 02:16:08,920
To Sony, who were actually
getting quite a hard time,
2198
02:16:08,921 --> 02:16:11,562
you know, with the
PlayStation One and 2.
2199
02:16:11,563 --> 02:16:14,846
They'd been really successful. When
you used to go to computer shows,
2200
02:16:14,847 --> 02:16:18,289
getting a ticket to the Sony
party was like gold dust.
2201
02:16:18,290 --> 02:16:21,572
Everyone wanted to go to the Sony
parties, 'cause they were so extravagant.
2202
02:16:21,573 --> 02:16:23,614
They used to spend
ridiculous amounts of money.
2203
02:16:23,615 --> 02:16:26,457
But by the time
we'd hooked up with Sony,
2204
02:16:26,458 --> 02:16:28,299
they were starting to get
a lot of flak in the press.
2205
02:16:28,300 --> 02:16:30,221
PlayStation 3
was too expensive,
2206
02:16:30,222 --> 02:16:32,543
and they were getting a lot
of negative press, essentially.
2207
02:16:32,544 --> 02:16:34,385
We showed
LittleBigPlanet at GDC
2208
02:16:34,386 --> 02:16:37,949
and it literally seemed
to turn the tide overnight.
2209
02:16:37,950 --> 02:16:41,793
Suddenly, there was
all this love and attention
2210
02:16:41,794 --> 02:16:43,795
coming towards Sony
for backing this thing.
2211
02:16:43,796 --> 02:16:45,957
And it got to the point
where Sony said to us,
2212
02:16:45,958 --> 02:16:48,639
"Well, this Sackboy character
that you've got, we really like it.
2213
02:16:48,640 --> 02:16:51,522
"We're kind of thinking of using it
as the mascot for the PlayStation 3."
2214
02:16:51,523 --> 02:16:54,005
We're like,
"Wow. That's amazing."
2215
02:16:54,006 --> 02:16:56,567
It's like Mario or this kind of
stuff, you know. It was great.
2216
02:16:56,568 --> 02:17:00,932
So, I mean, that was obviously the
basis of a great relationship with Sony.
2217
02:17:00,933 --> 02:17:04,455
We liked what they'd done for us and
they liked what we did for them, and...
2218
02:17:04,456 --> 02:17:06,057
I don't know.
2219
02:17:06,058 --> 02:17:07,779
We've been happily married
ever since, to be honest with you.
2220
02:17:07,780 --> 02:17:10,421
Dear PlayStation,
I got my boyfriend a PS3,
2221
02:17:10,422 --> 02:17:12,984
and he still hasn't hooked
it up to the Internet.
2222
02:17:12,985 --> 02:17:15,987
What? What is this, 1992?
I know.
2223
02:17:15,988 --> 02:17:17,628
I mean, if you're not
on the PlayStation Network,
2224
02:17:17,629 --> 02:17:19,871
you can't get PlayStation
Home, PS One Classics,
2225
02:17:19,872 --> 02:17:22,113
you can't download
movies, TV shows... I know!
2226
02:17:22,114 --> 02:17:24,195
It's like having a bathroom
without an aromatherapy candle.
2227
02:17:24,196 --> 02:17:26,677
Still gets the job done,
but come on! He hates...
2228
02:17:26,678 --> 02:17:31,322
Back then, the ability to
sell your games digitally only
2229
02:17:31,323 --> 02:17:33,845
and make the games digitally
from the ground up,
2230
02:17:33,846 --> 02:17:35,526
meant everything.
2231
02:17:35,527 --> 02:17:38,810
Because up until that point, every
design decision you made was about,
2232
02:17:38,811 --> 02:17:42,493
is it compelling enough
to put in a $60 box
2233
02:17:42,494 --> 02:17:45,818
that the buyers at Toys "R" Us
or Best Buy or Target or Walmart
2234
02:17:46,538 --> 02:17:47,979
are going to vibe with?
2235
02:17:47,980 --> 02:17:50,942
And you were a slave
to that $60 price point,
2236
02:17:50,943 --> 02:17:53,785
and you were a slave
to make sure that your content
2237
02:17:53,786 --> 02:17:55,907
had to appeal to those buyers.
2238
02:17:55,908 --> 02:17:59,230
And now suddenly, that we were
going to open up a digital storefront,
2239
02:17:59,231 --> 02:18:01,752
and we could make games
that were only two hours,
2240
02:18:01,753 --> 02:18:05,076
we could make games
that cost $4 versus $60.
2241
02:18:05,077 --> 02:18:06,878
Literally,
that's game-changing,
2242
02:18:06,879 --> 02:18:09,240
because those shackles
were now removed.
2243
02:18:09,241 --> 02:18:11,923
So, with Calling All Cars!,
it was us going,
2244
02:18:11,924 --> 02:18:14,926
"Let's make a game that we
grew up playing, like arcade games,
2245
02:18:14,927 --> 02:18:16,687
"or games we played in college,
2246
02:18:16,688 --> 02:18:18,970
"like NBA Jam
or NFL Blitz or whatever."
2247
02:18:18,971 --> 02:18:21,052
And that was the impetus,
2248
02:18:21,053 --> 02:18:23,334
that we would have never been
able to make that game on PS2 or One,
2249
02:18:23,335 --> 02:18:25,416
not because
of the technology,
2250
02:18:25,417 --> 02:18:29,660
but because we couldn't convince
retail to carry a game that small.
2251
02:18:29,661 --> 02:18:33,544
I gave an interview once where I
compared Calling All Cars! to a pop song
2252
02:18:33,545 --> 02:18:35,066
and God of War was an opera.
2253
02:18:35,067 --> 02:18:36,787
But we could never
make pop songs.
2254
02:18:36,788 --> 02:18:37,949
Now we can make
singles, right?
2255
02:18:37,950 --> 02:18:39,470
So that was awesome.
2256
02:18:39,471 --> 02:18:43,354
So PS3 was many things
to many different people.
2257
02:18:43,355 --> 02:18:46,637
It was definitely
a difficult period,
2258
02:18:46,638 --> 02:18:48,799
because a lot of work
had to be done
2259
02:18:48,800 --> 02:18:53,404
to turn around the technical
deficit and the monetary deficit
2260
02:18:53,405 --> 02:18:56,807
created by the launch of this
extraordinary piece of hardware.
2261
02:18:56,808 --> 02:18:58,970
'Cause it was an extraordinary
piece of hardware.
2262
02:18:58,971 --> 02:19:02,934
It was also extraordinarily
hard to get the best out of.
2263
02:19:02,935 --> 02:19:06,377
But people did, and it did
eventually turn into a success.
2264
02:19:06,378 --> 02:19:09,060
But, my God, was that
a war of attrition.
2265
02:19:09,061 --> 02:19:10,942
The PS3 clawed it back.
2266
02:19:10,943 --> 02:19:14,705
It lost Sony huge amounts
of money over its lifecycle.
2267
02:19:14,706 --> 02:19:17,108
I mean, they sold
a hell of a lot of them,
2268
02:19:17,109 --> 02:19:21,272
but it was by far the least
profitable console Sony's ever had,
2269
02:19:21,273 --> 02:19:24,795
and it took, actually, Sony
years to recover from that.
2270
02:19:24,796 --> 02:19:27,598
The PlayStation that emerged
at the end of PS3
2271
02:19:27,599 --> 02:19:34,645
was a much more gritty,
determined, focused entity
2272
02:19:34,646 --> 02:19:37,528
than, I would say...
2273
02:19:37,529 --> 02:19:39,290
And I'm not saying this
in a personal perspective,
2274
02:19:39,291 --> 02:19:41,052
but from a corporate
perspective.
2275
02:19:41,053 --> 02:19:44,456
A much more hubristic organization
at the beginning of the PS3 era.
2276
02:20:06,959 --> 02:20:10,122
Ah, this fast healing stuff
is going to come in real handy.
2277
02:20:11,843 --> 02:20:14,605
Before
we launched the PS4,
2278
02:20:14,606 --> 02:20:17,728
there were some observers
who rightly or wrongly thought
2279
02:20:17,729 --> 02:20:20,011
this could be the end of Sony.
2280
02:20:20,012 --> 02:20:21,853
Not just PlayStation. Sony.
2281
02:20:30,582 --> 02:20:32,063
There was a lot at stake.
2282
02:20:32,064 --> 02:20:37,268
And because of this, I have to
say, I'm enormously impressed
2283
02:20:37,269 --> 02:20:43,474
by the bravery and the vision of
the leadership of the organization
2284
02:20:43,475 --> 02:20:45,396
to deliver a focused device,
2285
02:20:45,397 --> 02:20:50,161
one that was much less confused and
much more developer-oriented again.
2286
02:20:50,162 --> 02:20:52,363
It was like going back
to the beginning.
2287
02:20:52,364 --> 02:20:55,446
"Let's make a machine
that developers love."
2288
02:20:55,447 --> 02:20:57,408
In the early days,
we were riding on hardware.
2289
02:20:57,409 --> 02:21:00,611
We used hardware. It was
very bespoke in some cases.
2290
02:21:00,612 --> 02:21:04,775
It took a lot of time to get to
grips in a lot of cases as well.
2291
02:21:04,776 --> 02:21:07,458
But the individuals that were
involved were small in number,
2292
02:21:07,459 --> 02:21:10,541
but able to make it happen
on PlayStation.
2293
02:21:10,542 --> 02:21:12,583
But the time we get to
the PlayStation 4 era,
2294
02:21:12,584 --> 02:21:14,305
we're talking about
much larger teams.
2295
02:21:14,306 --> 02:21:17,028
Not everybody is a specialist
in console hardware.
2296
02:21:17,029 --> 02:21:21,112
We had to make it far broader
in appeal to games teams.
2297
02:21:21,113 --> 02:21:23,354
And I think with PlayStation 4,
we succeeded.
2298
02:21:23,355 --> 02:21:27,519
So the strategy was set,
2299
02:21:28,600 --> 02:21:31,962
the hardware was focused,
2300
02:21:31,963 --> 02:21:36,767
and all that remained
was launch and reception.
2301
02:21:36,768 --> 02:21:39,010
Partners were there,
developers were involved.
2302
02:21:39,011 --> 02:21:42,574
Even independent developers
were involved in the launch of PS4.
2303
02:21:44,296 --> 02:21:45,897
The pricing had been set.
2304
02:21:47,139 --> 02:21:51,462
Decisions about DRM
and so on,
2305
02:21:51,463 --> 02:21:54,185
which had been so
controversial in other events,
2306
02:21:54,186 --> 02:21:55,387
had also been made.
2307
02:21:58,510 --> 02:22:00,791
I think even we were surprised
2308
02:22:00,792 --> 02:22:05,196
at just how rapturous
the reception was for PS4.
2309
02:22:05,197 --> 02:22:07,518
Because it was a kind of
redemption as well.
2310
02:22:07,519 --> 02:22:10,841
We'd been through
the fire with PS3.
2311
02:22:10,842 --> 02:22:13,204
And now everything
was on the line.
2312
02:22:13,205 --> 02:22:15,926
We had to get this right.
2313
02:22:15,927 --> 02:22:18,210
And if we didn't,
it could've been the end.
2314
02:22:18,810 --> 02:22:21,052
What we didn't expect
2315
02:22:21,053 --> 02:22:25,096
was that it would be
such an incredible success,
2316
02:22:25,097 --> 02:22:27,698
beyond our wildest dreams.
2317
02:22:27,699 --> 02:22:31,582
But it was the tone with which
we communicated the whole thing...
2318
02:22:31,583 --> 02:22:32,943
"This is for the players."
2319
02:22:32,944 --> 02:22:34,146
This is for the players.
2320
02:22:39,391 --> 02:22:43,115
For those that leap into battle
in the blink of an eye.
2321
02:22:44,516 --> 02:22:46,678
For the drivers
that compete for their club
2322
02:22:47,799 --> 02:22:49,840
no matter where they are.
2323
02:22:49,841 --> 02:22:53,765
The entire focus
of launch was around players.
2324
02:22:54,926 --> 02:22:57,449
You remember the hubris
from the PS3 years.
2325
02:22:59,010 --> 02:23:02,773
Contrast that with the honesty
and self-deprecation
2326
02:23:02,774 --> 02:23:04,815
of the PS4 launch period,
2327
02:23:04,816 --> 02:23:07,618
and you can see that the
organization had become transformed,
2328
02:23:07,619 --> 02:23:11,702
to people who were now humble,
passionate and excited
2329
02:23:11,703 --> 02:23:13,224
about this new thing.
2330
02:23:13,225 --> 02:23:16,267
Battle-worn but ready
to serve again.
2331
02:23:16,268 --> 02:23:18,949
That attitude, that spirit
2332
02:23:18,950 --> 02:23:21,152
that all began with
the first PlayStation.
2333
02:23:21,153 --> 02:23:23,674
One of the things
we can say about PlayStation
2334
02:23:23,675 --> 02:23:24,995
throughout the history is
2335
02:23:24,996 --> 02:23:27,198
there's always been
innovation there.
2336
02:23:27,199 --> 02:23:28,799
Obviously,
on the hardware side,
2337
02:23:28,800 --> 02:23:30,401
you know, right back
to the first controller,
2338
02:23:30,402 --> 02:23:34,565
and then the DualShock
and the systems on from there,
2339
02:23:34,566 --> 02:23:37,648
you know, there's always been
a desire for innovation.
2340
02:23:37,649 --> 02:23:40,371
And I think that's
always been partnered with
2341
02:23:40,372 --> 02:23:45,696
a strong desire and a commitment
to innovation in gameplay.
2342
02:23:45,697 --> 02:23:49,820
PlayStation's always been passionate
about a breadth of experiences
2343
02:23:49,821 --> 02:23:54,425
and giving new, different,
innovative experiences to gameplay.
2344
02:23:54,426 --> 02:23:56,827
You know, you can take that
right the way through to VR,
2345
02:23:56,828 --> 02:24:01,152
which is, again, about bringing new,
different kinds of gameplay experiences,
2346
02:24:01,153 --> 02:24:02,753
to people.
2347
02:24:02,754 --> 02:24:05,676
You know, it's something that
PlayStation's always been strong on.
2348
02:24:05,677 --> 02:24:07,918
Never shy to commit
to providing
2349
02:24:07,919 --> 02:24:11,002
a really strong, innovative
lead for the industry.
2350
02:24:17,329 --> 02:24:21,091
Virtual reality, which, as
yet, is an unproven space,
2351
02:24:21,092 --> 02:24:24,215
but we're really intrigued
and really excited by it.
2352
02:24:24,216 --> 02:24:27,258
I think developers are still
continuing to come to terms
2353
02:24:27,259 --> 02:24:30,501
with what makes a great virtual
reality gaming experience.
2354
02:24:30,502 --> 02:24:32,863
On a normal game, you'll
just get all the gameplay in
2355
02:24:32,864 --> 02:24:34,385
and you'll optimize
at the end.
2356
02:24:34,386 --> 02:24:37,708
But on a VR game, you have
to be optimized right at the start,
2357
02:24:37,709 --> 02:24:40,831
and you kind of have to work
within that constraint.
2358
02:24:40,832 --> 02:24:42,673
So you're starting with a...
2359
02:24:42,674 --> 02:24:45,596
"We must have 60 frames a
second, 90 frames a second,
2360
02:24:45,597 --> 02:24:47,238
"120 frames a second."
2361
02:24:47,239 --> 02:24:49,720
And that's the key thing
that you have to hit.
2362
02:24:49,721 --> 02:24:51,962
If you don't do that,
2363
02:24:51,963 --> 02:24:53,844
then you're going to be in problems
all the way through your development.
2364
02:24:53,845 --> 02:24:56,567
We also... We have this
slightly silly expression,
2365
02:24:56,568 --> 02:24:59,690
which is a lot of our
ordinary non-VR games,
2366
02:24:59,691 --> 02:25:01,171
turn everything
up to 11.
2367
02:25:01,172 --> 02:25:02,613
You need to saturate
the player
2368
02:25:02,614 --> 02:25:04,375
and excite them and
get everything going.
2369
02:25:04,376 --> 02:25:07,938
Well, we actually had to
reverse that ruling in VR.
2370
02:25:07,939 --> 02:25:09,860
We had to turn everything
down to seven,
2371
02:25:09,861 --> 02:25:12,102
because turning things up
to 10, let alone 11,
2372
02:25:12,103 --> 02:25:14,064
was just too much.
2373
02:25:14,065 --> 02:25:16,947
You couldn't cope with it. Your
mind can't cope with it in VR
2374
02:25:16,948 --> 02:25:18,789
if it's that much
going on at the time.
2375
02:25:18,790 --> 02:25:21,912
You need to pace things
more carefully in VR.
2376
02:25:21,913 --> 02:25:25,316
When I look at VR,
we're now inside the game.
2377
02:25:25,317 --> 02:25:28,559
Now, you think as a game
creator, as a game designer,
2378
02:25:28,560 --> 02:25:30,921
that's a paradigm shift totally.
2379
02:25:30,922 --> 02:25:33,123
'Cause we're taking it
from the television
2380
02:25:33,124 --> 02:25:35,687
and putting the player
inside the game now.
2381
02:25:35,760 --> 02:25:37,520
I think that VR will be a major shift.
2382
02:25:37,600 --> 02:25:39,520
In the games up until the present
2383
02:25:39,640 --> 02:25:42,280
all of the video, screens, etc.
2384
02:25:42,360 --> 02:25:46,000
have been put into a square layout
2385
02:25:46,840 --> 02:25:49,880
that is there to hold information.
2386
02:25:50,000 --> 02:25:53,880
We've had film as a medium
2387
02:25:53,960 --> 02:25:56,480
for over 100 years now
and this is the first time
2388
02:25:56,560 --> 02:25:59,360
that we've broken through this frame.
2389
02:25:59,440 --> 02:26:02,640
Being able to now create
art, film, and games
2390
02:26:02,720 --> 02:26:05,560
that don't fit into this frame,
2391
02:26:05,640 --> 02:26:08,680
and the question
2392
02:26:08,760 --> 02:26:11,160
of how to go about expressing this...
2393
02:26:11,240 --> 02:26:13,560
I think that the next 2 to 3 years
2394
02:26:13,920 --> 02:26:16,960
will major for this medium
2395
02:26:17,280 --> 02:26:20,080
in terms of how creators and artists
2396
02:26:20,160 --> 02:26:25,800
will use it, and what they will create.
2397
02:26:28,380 --> 02:26:30,541
Yeah, there are a lot of
tricks and tips and things
2398
02:26:30,542 --> 02:26:31,782
that everyone's learning in VR.
2399
02:26:31,783 --> 02:26:33,944
What you can do,
what you can't do.
2400
02:26:33,945 --> 02:26:35,466
Can you move the camera?
Can you not?
2401
02:26:35,467 --> 02:26:37,227
How do you move
around the environment?
2402
02:26:37,228 --> 02:26:39,870
You've got to match the visuals
with the feeling of movement,
2403
02:26:39,871 --> 02:26:41,231
and other stuff like that.
2404
02:26:41,232 --> 02:26:42,873
So, and we're all learning
all the time.
2405
02:26:42,874 --> 02:26:46,717
We're pioneering a new form
of visual language,
2406
02:26:46,718 --> 02:26:50,561
just as the early filmmakers
had to work out how edits work,
2407
02:26:50,562 --> 02:26:53,844
how fades and dissolves,
how cutaways work.
2408
02:26:53,845 --> 02:26:55,446
All of that kind
of language,
2409
02:26:55,447 --> 02:26:58,088
which most people watching
something won't even think about,
2410
02:26:58,089 --> 02:26:59,810
because it's just something
they intrinsically know
2411
02:26:59,811 --> 02:27:02,012
from watching lots
of telly and film.
2412
02:27:02,013 --> 02:27:04,775
And in games, we have
the same kind of stuff.
2413
02:27:04,776 --> 02:27:08,539
But in VR, that language
doesn't work in the same way.
2414
02:27:08,540 --> 02:27:10,140
You have to unlearn
those edits,
2415
02:27:10,141 --> 02:27:11,582
you have to unlearn
that fade.
2416
02:27:11,583 --> 02:27:14,104
You can't use
those things anymore
2417
02:27:14,105 --> 02:27:16,066
because they just
don't work.
2418
02:27:16,067 --> 02:27:18,589
Because it's your view
and you're in that environment.
2419
02:27:18,590 --> 02:27:22,072
If you jump somebody to
another location, it feels weird,
2420
02:27:22,073 --> 02:27:25,596
because you physically jumped,
but you haven't physically jumped.
2421
02:27:25,597 --> 02:27:28,359
So, you get a disconnect
between the senses
2422
02:27:28,360 --> 02:27:32,603
and your rational, kind of
calculating part of your brain.
2423
02:27:32,604 --> 02:27:37,327
So we are dealing with
inventing a new set of grammar
2424
02:27:37,328 --> 02:27:39,129
for a new kind of medium.
2425
02:27:39,130 --> 02:27:41,291
And I think
the distinction between
2426
02:27:41,292 --> 02:27:45,095
what's a gaming experience
and a non-gaming experience,
2427
02:27:45,096 --> 02:27:49,740
which hitherto has been, you
know, really clear, really binary,
2428
02:27:49,741 --> 02:27:51,982
I think those lines
will start to blur
2429
02:27:51,983 --> 02:27:55,546
and you will have VR
experiences with a certain
2430
02:27:55,547 --> 02:27:57,508
light touch of interactivity,
2431
02:27:57,509 --> 02:28:00,511
but which still technically
might be games.
2432
02:28:00,512 --> 02:28:02,433
Some of those could
be some of the finest
2433
02:28:02,434 --> 02:28:05,195
virtual reality entertainment
experiences you will ever have
2434
02:28:05,196 --> 02:28:07,438
but they will be
very simple to enjoy.
2435
02:28:07,439 --> 02:28:09,359
So I think there are a
lot of opportunities in VR
2436
02:28:09,360 --> 02:28:11,121
that we haven't
got a clue about.
2437
02:28:11,122 --> 02:28:12,683
But it gives you...
2438
02:28:12,684 --> 02:28:14,364
It's ultimately immersive.
2439
02:28:14,365 --> 02:28:16,727
You're through
the looking glass in VR.
2440
02:28:16,728 --> 02:28:19,450
I've not met anybody
yet who's experienced VR
2441
02:28:19,451 --> 02:28:20,971
who's not been
blown away by it.
2442
02:28:20,972 --> 02:28:23,694
I think people get
the excitement of it,
2443
02:28:23,695 --> 02:28:25,856
they get what they see now,
2444
02:28:25,857 --> 02:28:28,099
but they also get where
it can go in the future.
2445
02:28:56,488 --> 02:28:58,769
The legacy
of PlayStation
2446
02:28:58,770 --> 02:29:01,492
and the intent of PlayStation
is in the name.
2447
02:29:01,493 --> 02:29:06,937
It was to combine
play, fun, entertainment
2448
02:29:06,938 --> 02:29:10,661
with what you could do with
technology from a workstation.
2449
02:29:10,662 --> 02:29:12,503
And that's where
those two words come from.
2450
02:29:12,504 --> 02:29:14,746
"Play" and "station," meaning
"PlayStation" together.
2451
02:29:14,800 --> 02:29:18,000
I think that Sony put together
2452
02:29:18,080 --> 02:29:20,520
a fantastic team for the PlayStation.
2453
02:29:22,200 --> 02:29:25,600
They had members from both Sony
and Sony Music
2454
02:29:25,720 --> 02:29:28,440
two entirely different teams.
2455
02:29:30,240 --> 02:29:32,760
And there were people like me
2456
02:29:33,760 --> 02:29:37,280
coming from outside of Sony.
2457
02:29:37,800 --> 02:29:42,000
All three types of members
2458
02:29:43,000 --> 02:29:45,440
put their heads together
for the PlayStation.
2459
02:29:46,040 --> 02:29:47,600
This incredible product
2460
02:29:47,800 --> 02:29:49,440
would never have been created
2461
02:29:49,600 --> 02:29:51,560
if Sony hadn't decided on making
the PlayStation
2462
02:29:51,800 --> 02:29:53,720
A lot of people from different fields
2463
02:29:54,160 --> 02:29:57,080
were able to come together
2464
02:29:58,120 --> 02:30:02,800
and work on gaming hardware.
2465
02:30:03,480 --> 02:30:06,200
The biggest thing I took away from it
2466
02:30:06,280 --> 02:30:09,840
was being able to participate in this.
2467
02:30:11,843 --> 02:30:14,004
The success was not
just about the hardware.
2468
02:30:14,005 --> 02:30:16,286
We were very lucky with CD
coming to fruition.
2469
02:30:16,287 --> 02:30:18,609
The opportunities
that CD provided,
2470
02:30:18,610 --> 02:30:22,212
but also, I think, we were able to provide
a product which was very affordable.
2471
02:30:22,213 --> 02:30:25,255
It was appealing to
quite a different age group
2472
02:30:25,256 --> 02:30:27,658
than other machines
at the time.
2473
02:30:27,659 --> 02:30:30,140
And, therefore, it was a
combination of hardware, marketing,
2474
02:30:30,141 --> 02:30:31,982
but also some
great developers
2475
02:30:31,983 --> 02:30:35,786
who were able to fortunately
make the leap from 2D to 3D,
2476
02:30:35,787 --> 02:30:38,028
because that was not
a given in those days.
2477
02:30:38,029 --> 02:30:39,990
And bringing all these
things together,
2478
02:30:39,991 --> 02:30:43,233
ultimately, we were fortunate
in our success,
2479
02:30:43,234 --> 02:30:46,156
but the success was not
without a lot of hard work.
2480
02:30:46,157 --> 02:30:53,163
I think the most lasting legacy
of the first PlayStation was that
2481
02:30:53,164 --> 02:30:58,689
as it was a CD-ROM-based hardware
and succeeded in the marketplace,
2482
02:30:58,690 --> 02:31:03,694
that meant that, finally,
the economics started working
2483
02:31:03,695 --> 02:31:06,977
for the game creators rather
than against the game creators.
2484
02:31:06,978 --> 02:31:09,980
PlayStation
has been a massive step,
2485
02:31:09,981 --> 02:31:13,904
a massive moment, for the
home console games market.
2486
02:31:13,905 --> 02:31:16,386
I think what PlayStation
brought to it...
2487
02:31:16,387 --> 02:31:19,109
Obviously, innovation
and new ways to play,
2488
02:31:19,110 --> 02:31:21,071
but also this
inclusive spirit.
2489
02:31:21,072 --> 02:31:25,876
We really wanted to include
the best talent, the best creators,
2490
02:31:25,877 --> 02:31:28,238
third parties, publishers,
2491
02:31:28,239 --> 02:31:31,001
because we know the more
people we can include
2492
02:31:31,002 --> 02:31:33,884
making games, making
the best games possible,
2493
02:31:33,885 --> 02:31:35,686
the better it is
for the players.
2494
02:31:35,687 --> 02:31:37,447
And we've always
put the players
2495
02:31:37,448 --> 02:31:40,051
at the heart of what
PlayStation should be about.
2496
02:31:40,075 --> 02:31:45,115
When I first joined the PlayStation
team I was in my early 20s
2497
02:31:48,515 --> 02:31:52,755
and one thing that everyone
was talking about then
2498
02:31:56,635 --> 02:32:00,555
was the desire to make playing
video games a cooler activity.
2499
02:32:01,155 --> 02:32:02,955
Everyone was saying that.
2500
02:32:06,075 --> 02:32:10,035
This was one of the goals
in making the PlayStation.
2501
02:32:12,635 --> 02:32:16,995
Perhaps then, it's fair to say
2502
02:32:17,115 --> 02:32:22,275
that their goals have come true now.
2503
02:32:22,355 --> 02:32:28,235
Video games are definitely
a normal part of our lifestyle now.
2504
02:32:29,435 --> 02:32:33,555
The fact that adults can play
them without feeling self-conscious
2505
02:32:34,955 --> 02:32:37,195
is a pretty major effect
that the PlayStation
2506
02:32:37,275 --> 02:32:39,555
has had on us, wouldn't you say?
2507
02:32:39,635 --> 02:32:41,035
I personally feel that this is so.
2508
02:32:41,512 --> 02:32:42,993
They've done so much...
2509
02:32:42,994 --> 02:32:45,916
You know, IP creation,
wonderful games, wonderful tech,
2510
02:32:45,917 --> 02:32:47,357
now into VR.
2511
02:32:47,358 --> 02:32:49,199
But I think one
of the core things
2512
02:32:49,200 --> 02:32:52,602
that PlayStation really did
for the industry was really
2513
02:32:52,603 --> 02:32:56,687
throw those doors open to everyone
and say, "Games can be for all of us."
2514
02:32:56,688 --> 02:32:59,369
It's not just this
very small niche hobby.
2515
02:32:59,370 --> 02:33:02,133
It is a viable medium
of entertainment.
2516
02:35:25,837 --> 02:35:27,838
And now,
a real Japanese guy
2517
02:35:27,839 --> 02:35:30,281
from a really big
Japanese company.
2518
02:35:30,922 --> 02:35:31,963
In Japan.
204924
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