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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:02,000 --> 00:00:07,000 Downloaded from YTS.MX 2 00:00:08,000 --> 00:00:13,000 Official YIFY movies site: YTS.MX 3 00:03:51,151 --> 00:03:53,392 In many American homes, there is a reasonable chance 4 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, 19 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, 60 00:06:53,893 --> 00:06:56,575 and we would show different visuals 61 00:06:56,576 --> 00:06:59,378 of something that we could do with Sega Genesis 62 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, 74 00:07:37,857 --> 00:07:40,419 because being somebody who was fairly tech-oriented 75 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 77 00:07:50,870 --> 00:07:53,672 beyond what I had been playing for the last four or five years. 78 00:07:53,673 --> 00:07:58,357 So they promised that you could get the arcade experience, 79 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, 82 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, 87 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 91 00:08:44,324 --> 00:08:47,726 and appealed to a relatively narrow demographic, 92 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 103 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 107 00:09:39,619 --> 00:09:41,540 that if you're going to improve the graphics or add the movies 108 00:09:41,541 --> 00:09:42,901 that they felt everyone wanted, 109 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. 111 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, 131 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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