Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:03:57,946 --> 00:04:00,187
In many American homes,
there is a reasonable chance
2
00:04:00,282 --> 00:04:04,491
that the video game Nintendo is hooked up
to the television set you're watching.
3
00:04:04,995 --> 00:04:08,408
There were more nintendos
bought for children last Christmas
4
00:04:08,498 --> 00:04:09,988
than any other gift.
5
00:04:10,167 --> 00:04:12,453
Die, please die. Please die.
6
00:04:12,627 --> 00:04:16,870
And one in every three Japanese homes
has Nintendo as well.
7
00:04:17,007 --> 00:04:20,670
In some ways, Nintendo's history
is modern Japanese history.
8
00:04:21,052 --> 00:04:22,917
For most of its 99-year history,
9
00:04:23,013 --> 00:04:26,005
Nintendo made board games
and playing cards.
10
00:04:26,183 --> 00:04:29,095
Traditional products
for a traditional way of life.
11
00:04:29,478 --> 00:04:33,312
In Japan and America,
tradition has given way to craze.
12
00:04:34,149 --> 00:04:37,983
Game preparation exercise!
One! Two!
13
00:04:38,069 --> 00:04:39,934
Three! Four! Five!
14
00:04:40,030 --> 00:04:43,318
Six! Wow!
15
00:04:43,909 --> 00:04:45,240
Nintendo was very smart about it.
16
00:04:45,327 --> 00:04:48,865
They dipped their toe in the market
in 1984, in New York,
17
00:04:48,955 --> 00:04:50,035
just 10% of the country,
18
00:04:50,165 --> 00:04:53,157
and established that there was a market
for quality gaming.
19
00:04:53,502 --> 00:04:56,209
They started with
a very high-end little robot,
20
00:04:56,296 --> 00:05:00,039
and they sold 100,000 in New York
in the first year.
21
00:05:00,801 --> 00:05:02,962
Up. Down.
22
00:05:05,388 --> 00:05:07,128
Right. Left.
23
00:05:07,432 --> 00:05:11,095
And Nintendo, I think,
were the first company to appreciate
24
00:05:11,186 --> 00:05:14,178
that they need to treat their consumers
as if they're selling them a toy,
25
00:05:14,272 --> 00:05:16,558
that needs to bring people
pleasure and joy.
26
00:05:16,650 --> 00:05:19,733
They worked very hard with the retailers
27
00:05:19,820 --> 00:05:24,689
fo get the products stocked
and distributed in breadth and depth.
28
00:05:24,950 --> 00:05:29,410
And the second thing is, they put
a huge amount of money behind Mario.
29
00:05:29,830 --> 00:05:31,536
Super Mario brothers.
30
00:05:32,582 --> 00:05:35,164
It was a Nintendo-dominated business.
31
00:05:35,418 --> 00:05:37,204
And I was working at sega at the time,
32
00:05:37,295 --> 00:05:41,629
and our market share
with the master system was 4%.
33
00:05:41,716 --> 00:05:43,581
Nintendo had 94%
34
00:05:43,718 --> 00:05:46,926
and there was some atari system
lingering on that had 2%.
35
00:05:47,013 --> 00:05:48,503
And 4%, that's crazy.
36
00:05:48,598 --> 00:05:50,054
That's mom going to the store
37
00:05:50,141 --> 00:05:53,008
and buying a master system
rather than an nes
38
00:05:53,103 --> 00:05:56,103
because she just doesn't know that
there are two types of systems out there.
39
00:05:56,273 --> 00:05:59,015
Sega really took time to self-reflect,
40
00:05:59,109 --> 00:06:02,351
and they wanted to understand
how they could better tackle the market.
41
00:06:02,445 --> 00:06:04,902
They looked at where they succeeded,
where they failed,
42
00:06:04,990 --> 00:06:07,572
and they kind of reinvented themselves
a little bit.
43
00:06:07,909 --> 00:06:10,821
The reason, I think,
44
00:06:10,912 --> 00:06:15,076
sega had any kind of chance at all
against Nintendo
45
00:06:15,792 --> 00:06:20,456
was because they had amazing
software development divisions.
46
00:06:20,922 --> 00:06:22,878
But their focus was arcade.
47
00:06:23,758 --> 00:06:27,421
I think sega probably thought that
with the skills they have,
48
00:06:27,679 --> 00:06:29,965
there was another market
they could take their games to.
49
00:06:30,390 --> 00:06:34,099
We were going to try to leave Nintendo
with the younger kids
50
00:06:34,185 --> 00:06:39,179
and position ourself
as the teen and college-age machine.
51
00:06:39,274 --> 00:06:42,437
The Nintendo system's brain
is an 8-bit computer chip,
52
00:06:42,527 --> 00:06:45,064
a technology rapidly becoming outmoded.
53
00:06:45,572 --> 00:06:50,191
Nintendo has a more powerful 16-bit system
already hot in Japan,
54
00:06:50,660 --> 00:06:53,572
but it won't arrive in the states
till late next year.
55
00:06:58,877 --> 00:07:02,540
The 16-bit Genesis system by sega.
Genesis does it all.
56
00:07:02,839 --> 00:07:05,546
"Sega does what nintendon't."
57
00:07:05,842 --> 00:07:08,174
And so that was the famous phrase
that we had,
58
00:07:08,261 --> 00:07:11,219
and we would show different visuals
59
00:07:11,306 --> 00:07:14,139
of something that we could do
with sega Genesis
60
00:07:14,225 --> 00:07:17,968
that Nintendo didn't do
with their 8-bit system.
61
00:07:18,104 --> 00:07:22,894
And so, we were very much going
after Nintendo right from the beginning.
62
00:07:23,234 --> 00:07:26,271
Sega's Genesis is Nintendo's Nemesis.
63
00:07:26,363 --> 00:07:31,107
It's one of two 16-bit systems
that are already in the us.
64
00:07:31,201 --> 00:07:36,412
Sega clearly hopes to leapfrog Nintendo
by touting 16-bit's advantages.
65
00:07:36,498 --> 00:07:39,661
There was an element in
all their marketing, all their promotion,
66
00:07:39,751 --> 00:07:43,994
their TV ads, their print ads,
where they went for style over substance,
67
00:07:44,089 --> 00:07:48,002
and it almost made Nintendo look
a little bit dated.
68
00:07:50,804 --> 00:07:51,804
Segal
69
00:07:51,888 --> 00:07:54,300
sega's marketing campaign
absolutely resonated with me,
70
00:07:54,391 --> 00:07:56,973
because being somebody
who was fairly tech-oriented
71
00:07:57,060 --> 00:08:03,056
and interested in the advancement
of graphics, I wanted the best.
72
00:08:03,608 --> 00:08:07,772
I wanted experiences that were going to
surprise me, were going to take me
73
00:08:07,862 --> 00:08:10,695
beyond what I had been playing
for the last four or five years.
74
00:08:10,782 --> 00:08:14,991
So they promised that you could get
the arcade experience,
75
00:08:15,662 --> 00:08:19,655
not in the arcade, but in your home,
through the sega machines.
76
00:08:22,127 --> 00:08:26,166
So when the market moved
from 8-bit to 16-bit...
77
00:08:26,256 --> 00:08:29,840
With the introduction of
the mega drive/genesis,
78
00:08:29,926 --> 00:08:33,714
super nintendo/super famicom devices
in the late '80s,
79
00:08:33,972 --> 00:08:36,884
then we had a market
that was really taking off.
80
00:08:36,975 --> 00:08:39,808
The graphics were becoming more realistic,
81
00:08:40,311 --> 00:08:43,644
the games were becoming deeper
and more sophisticated,
82
00:08:43,940 --> 00:08:46,773
and you had two companies
that were well financed,
83
00:08:46,860 --> 00:08:50,148
that were taking each other on
in the marketplace.
84
00:08:50,238 --> 00:08:55,107
So, when you have two fighting
head-to-head, the whole market grows.
85
00:08:55,201 --> 00:08:59,535
And suddenly, games became a big
mass market entertainment proposition.
86
00:09:00,123 --> 00:09:03,490
Although the games themselves
were still relatively simple
87
00:09:03,585 --> 00:09:06,873
and appealed to
a relatively narrow demographic,
88
00:09:07,130 --> 00:09:09,371
everybody knew what sega and Nintendo
was about.
89
00:09:26,858 --> 00:09:29,645
At sega, we knew at some point
90
00:09:29,778 --> 00:09:32,815
that cartridges
with a limited amount of memory,
91
00:09:32,906 --> 00:09:34,237
or very expensive memory,
92
00:09:34,324 --> 00:09:37,908
was going to have to give way
to optical media,
93
00:09:38,119 --> 00:09:40,075
where you had much larger memory.
94
00:09:40,163 --> 00:09:41,198
Interesting.
95
00:09:41,790 --> 00:09:44,998
The encoded information on this disc
is read by a laser beam.
96
00:09:46,377 --> 00:09:49,244
The problem was that cartridges
as a format
97
00:09:49,339 --> 00:09:51,705
went up in increments of about eight Meg,
98
00:09:51,925 --> 00:09:55,008
and there's only so much visual data
you can get on those
99
00:09:55,095 --> 00:09:59,464
without the cartridge getting
more and more expensive for the consumer.
100
00:09:59,557 --> 00:10:01,047
So, consequently, people felt
101
00:10:01,142 --> 00:10:03,245
that if you're going to improve
the graphics or add the movies
102
00:10:03,269 --> 00:10:06,807
that they felt everyone wanted,
you had to do it via streaming from a cd.
103
00:10:07,315 --> 00:10:10,352
So, sega came in with this bolt-on
called the mega-cd.
104
00:10:10,735 --> 00:10:13,226
And it basically allowed you
to play cd games
105
00:10:13,321 --> 00:10:15,528
with your mega drive controller
106
00:10:15,615 --> 00:10:17,981
and using the processing power
of the mega drive.
107
00:10:18,076 --> 00:10:21,694
We were convinced that the audience
was going to want to enjoy
108
00:10:21,788 --> 00:10:25,576
music, animation, full-motion video,
109
00:10:25,792 --> 00:10:27,908
and now we had to develop games.
110
00:10:32,423 --> 00:10:36,007
Sony had approached us.
They had a studio down in Santa Monica.
111
00:10:36,219 --> 00:10:37,629
They wanted to work with us,
112
00:10:37,804 --> 00:10:40,170
and they understood
that the future was going to be
113
00:10:40,265 --> 00:10:42,551
with some kind of optical disc medium.
114
00:10:42,851 --> 00:10:48,596
Sony had ventured into distribution
of game software
115
00:10:48,982 --> 00:10:51,564
to line up with its distribution of
116
00:10:51,651 --> 00:10:54,438
movie software and music software.
117
00:10:54,529 --> 00:10:56,209
That was called
Sony electronic publishing.
118
00:10:56,573 --> 00:10:59,610
It was set up under
Sony of north America,
119
00:10:59,701 --> 00:11:02,613
who reported at the time
to Mickey schulhof
120
00:11:02,704 --> 00:11:05,616
and the management of that,
Sony electronic publishing,
121
00:11:05,707 --> 00:11:07,789
was assigned to olaf olafsson.
122
00:11:08,168 --> 00:11:11,160
They not only built
a distribution network,
123
00:11:11,254 --> 00:11:15,372
but they also built
some in-house game development capability.
124
00:11:22,307 --> 00:11:25,390
Sony imagesoft made mostly horrific,
125
00:11:25,727 --> 00:11:29,640
but sometimes really good,
but mostly terrible games
126
00:11:29,731 --> 00:11:32,393
for other platforms
based on Sony properties.
127
00:11:32,483 --> 00:11:34,474
More often than not, Sony pictures.
128
00:11:34,569 --> 00:11:38,027
So, we did, like, Dracula sega cd,
which was horrible,
129
00:11:38,114 --> 00:11:40,696
and last action hero,
and, like, cliffhanger.
130
00:11:40,783 --> 00:11:43,095
And if you want to see
one of the ugliest games of all time,
131
00:11:43,119 --> 00:11:45,326
look at cliffhanger for game boy.
132
00:11:45,413 --> 00:11:49,372
It is just abysmally horrific
to look at and play.
133
00:11:49,542 --> 00:11:51,908
Every now and then we would pump out
an amazing game
134
00:11:52,003 --> 00:11:53,403
or publish an amazing game, like...
135
00:11:53,588 --> 00:11:55,374
I thought hook was great,
from the movie.
136
00:11:55,465 --> 00:11:58,298
We did a game called skyblazer,
equinox, solstice.
137
00:11:58,593 --> 00:12:00,333
But more often than not,
they were terrible.
138
00:12:00,762 --> 00:12:05,426
And so, we formed an alliance
where we would each fund six games,
139
00:12:05,516 --> 00:12:07,453
and they would fund three
and we would fund three.
140
00:12:07,477 --> 00:12:10,117
Or it might've been eight,
and we funded four and they funded four.
141
00:12:10,146 --> 00:12:11,556
But it was something like that.
142
00:12:11,856 --> 00:12:15,019
And so, that was the deal
we struck with Sony.
143
00:12:18,488 --> 00:12:21,025
Don't you love the smell of the sewers
in the morning?
144
00:12:21,658 --> 00:12:23,148
They smell like victory!
145
00:12:24,369 --> 00:12:26,280
The trouble is that
the games that came with it
146
00:12:26,371 --> 00:12:29,488
were largely just fmv exercises,
147
00:12:29,582 --> 00:12:33,245
so you ended up with kriss kross:
Mix your own video,
148
00:12:33,336 --> 00:12:36,828
which was where you used the controller
to edit together kriss kross videos.
149
00:12:36,923 --> 00:12:37,923
And there was night trap,
150
00:12:38,007 --> 00:12:40,749
where you flicked between a number
of security cameras
151
00:12:40,843 --> 00:12:44,131
to save girls from these
bizarre kidnappers.
152
00:12:49,477 --> 00:12:51,197
But the quality of the movies
was so grainy,
153
00:12:52,272 --> 00:12:55,105
so, on the one hand, you've got
the relatively pristine graphics
154
00:12:55,191 --> 00:12:58,558
of something like road rash,
but in order to get to road rash,
155
00:12:58,653 --> 00:13:02,441
you then have to go to
some dreadful movie, which is,
156
00:13:02,740 --> 00:13:06,107
you know, smeary and blurred,
and looks like an eighth-generation vhs.
157
00:13:19,674 --> 00:13:25,089
Ken kutaragi had had an incredible career
inside of Sony up to this point.
158
00:13:25,221 --> 00:13:29,009
He was very interested in sound processing
and signal processing,
159
00:13:29,100 --> 00:13:31,216
and inventing new sound formats
160
00:13:31,311 --> 00:13:34,929
that were powerful and possible
with new silicon technologies.
161
00:13:35,315 --> 00:13:39,024
And that led to the collaboration
with Nintendo,
162
00:13:39,110 --> 00:13:41,692
where Sony made the sound chip
163
00:13:41,779 --> 00:13:45,613
that went into the super famicom
and the super Nintendo.
164
00:13:45,700 --> 00:13:49,864
Through the partnership on the sound chip
for the super Nintendo,
165
00:13:49,996 --> 00:13:55,161
Sony and Nintendo entered info a contract
to develop some new technology.
166
00:13:55,251 --> 00:14:00,746
The first was going to be a disc drive
that Nintendo would sell,
167
00:14:00,965 --> 00:14:06,710
which would be an add-on to
the super famicom/super Nintendo device.
168
00:14:07,221 --> 00:14:14,184
And Sony would sell a combined console
and drive, all in the same machine,
169
00:14:14,312 --> 00:14:17,804
that was called the Sony PlayStation.
170
00:14:17,899 --> 00:14:21,733
So he was getting
more and more into console design,
171
00:14:21,819 --> 00:14:24,060
and Ken could see that
172
00:14:24,155 --> 00:14:26,567
putting console games on cds
was the way forward.
173
00:14:26,657 --> 00:14:30,024
When they came to write up
the actual joint venture,
174
00:14:30,578 --> 00:14:32,660
Sony said, "well, we'll make the disc
175
00:14:32,747 --> 00:14:36,114
"and we'll charge the $8 royalty
and collect it,
176
00:14:36,250 --> 00:14:38,411
"and, you know, we'll figure out
how to split that.
177
00:14:38,920 --> 00:14:40,956
"And you can make the cartridges
178
00:14:45,301 --> 00:14:48,634
"and then we can talk about
how we share the profits on that."
179
00:14:48,721 --> 00:14:51,212
And Nintendo said, "wait a minute.
Stop the music.
180
00:14:52,016 --> 00:14:53,552
"We make the tollbooths.
181
00:14:53,643 --> 00:14:56,931
"You can make the discs,
but you're not making a tollbooth.
182
00:14:57,021 --> 00:14:58,181
"We make the tollbooths.
183
00:14:58,272 --> 00:15:01,355
"We'll sell the discs,
just like we sell the cartridges.
184
00:15:01,734 --> 00:15:04,726
"We'll charge the $8,
whether they buy a disc or a cartridge."
185
00:15:04,821 --> 00:15:09,941
Sony and Nintendo were uneasy bedfellows,
and I think that Nintendo's view
186
00:15:10,034 --> 00:15:13,652
of what Sony's position was
in developing this thing for them
187
00:15:14,163 --> 00:15:18,076
differed from what Sony probably hoped
was going to be a foot in the door.
188
00:15:18,167 --> 00:15:21,534
Sony and Nintendo were working together
189
00:15:22,338 --> 00:15:24,579
to come up with the new hardware,
190
00:15:24,674 --> 00:15:28,542
but I think Sony was a little too greedy,
191
00:15:28,636 --> 00:15:32,754
and tried to take over almost everything.
192
00:15:32,849 --> 00:15:38,139
I think Nintendo realised
they were giving too much power to Sony
193
00:15:38,229 --> 00:15:42,063
in the manufacturing of the discs
for the platform.
194
00:15:43,025 --> 00:15:47,018
Sony had the right to license
other developers and publishers
195
00:15:47,113 --> 00:15:49,229
to create games for the platform,
196
00:15:49,323 --> 00:15:51,985
and that was the real heart
of the business model
197
00:15:52,076 --> 00:15:54,317
between Sony and Nintendo.
198
00:15:54,620 --> 00:15:59,489
I negotiated with mr ide,
the president of Sony,
199
00:15:59,584 --> 00:16:02,917
and told him, "let's go different ways."
200
00:16:03,629 --> 00:16:06,120
And in a surprise announcement at ces,
201
00:16:06,215 --> 00:16:09,878
there was an announcement that Nintendo
would be joint-venturing with Philips
202
00:16:09,969 --> 00:16:12,051
on the disc part of the device.
203
00:16:12,138 --> 00:16:14,675
It was very embarrassing to Sony
204
00:16:14,765 --> 00:16:18,849
to have a relationship that they thought
was going to be with Nintendo...
205
00:16:18,936 --> 00:16:21,848
And they were kicked out
and replaced by Philips,
206
00:16:21,939 --> 00:16:27,479
and that was the fuel that fired
the creation of the PlayStation business,
207
00:16:27,570 --> 00:16:31,438
and ultimately,
possibly looked back on in history
208
00:16:31,532 --> 00:16:33,944
as one of the biggest mistakes
Nintendo ever made,
209
00:16:34,035 --> 00:16:36,026
'cause they made
a monster of a competitor.
210
00:16:36,454 --> 00:16:41,289
I was still quite new, perhaps not even
a month had passed since my hiring
211
00:16:42,168 --> 00:16:45,660
when the atmosphere felt very different
than usual as I arrived at work one day.
212
00:16:46,506 --> 00:16:49,276
I thought that something must have
happened that would change everything
213
00:16:49,300 --> 00:16:51,086
bring about the end of an era.
214
00:16:51,177 --> 00:16:56,922
I asked what had happened, and was told
that we had been informed that
215
00:16:58,059 --> 00:17:00,300
Nintendo had decided to go it alone.
216
00:17:01,312 --> 00:17:04,725
Even when the joint project
217
00:17:05,066 --> 00:17:08,058
with Nintendo was cancelled
218
00:17:08,903 --> 00:17:12,066
kutaragi-San said that we at Sony
219
00:17:13,324 --> 00:17:15,565
should make the system ourselves.
220
00:17:16,035 --> 00:17:18,651
Something that kutaragi-San said then
221
00:17:18,746 --> 00:17:23,115
something that influences me even now
222
00:17:23,501 --> 00:17:26,368
is that we may not have
the greatest chance at success
223
00:17:26,754 --> 00:17:29,837
but it's not like failing here would
cost us our lives or anything
224
00:17:29,924 --> 00:17:31,664
so we should just go for it.
225
00:17:31,759 --> 00:17:37,755
And so, when Ken put together his plan
for a new standalone console
226
00:17:37,848 --> 00:17:40,134
that would be,
eventually, the PlayStation,
227
00:17:40,226 --> 00:17:45,016
and he took that
to the then-president of Sony, norio ohga,
228
00:17:45,106 --> 00:17:48,894
and said, "could I have your support
to make this happen?”
229
00:17:48,985 --> 00:17:52,569
Ohga-San, who had obviously been
deeply embarrassed
230
00:17:52,655 --> 00:17:55,317
by the relationship breakdown
with Nintendo,
231
00:17:55,533 --> 00:17:57,398
said, "yes, you have whatever you need."
232
00:17:57,493 --> 00:18:03,238
I joined the PlayStation team
in December 1992
233
00:18:03,332 --> 00:18:07,291
it had been decided that we would build
234
00:18:08,087 --> 00:18:13,707
a device producing superior 3D graphics.
235
00:18:14,719 --> 00:18:21,261
Sony brought in engineers and researchers.
236
00:18:23,519 --> 00:18:30,357
My main mission there, of course
237
00:18:30,901 --> 00:18:37,022
was to make games
for this new PlayStation console
238
00:18:37,241 --> 00:18:42,281
as I was there working on
the software team.
239
00:18:42,496 --> 00:18:46,034
The entire PlayStation team
was really quite small
240
00:18:46,208 --> 00:18:49,245
including the hardware team,
the software team, everyone
241
00:18:49,420 --> 00:18:54,414
with various people
taking care of various tasks.
242
00:18:54,508 --> 00:18:58,547
This was still a secret project.
It was a skunkworks, if you will.
243
00:18:58,638 --> 00:19:01,596
It was called
computer entertainment project number one.
244
00:19:01,682 --> 00:19:07,427
But that was 30 or 40 people in a building
on aoyama dori in Tokyo
245
00:19:07,521 --> 00:19:09,136
that were starting to plan
246
00:19:09,231 --> 00:19:13,190
what would become
both the company and the product.
247
00:19:17,698 --> 00:19:19,188
The new generation.
248
00:19:20,910 --> 00:19:24,323
New generation system,
new generation games,
249
00:19:24,664 --> 00:19:26,825
and a new generation of value.
250
00:19:27,208 --> 00:19:30,951
They're all part of the sega
generation for the '90s.
251
00:19:32,463 --> 00:19:36,001
The sega generation begins
with the 16-bit technology of Genesis.
252
00:19:36,967 --> 00:19:40,630
When we were looking for
the next generation after Genesis,
253
00:19:41,347 --> 00:19:44,680
it was quite an interesting
and difficult challenge.
254
00:19:45,142 --> 00:19:46,382
In terms of the saturn...
255
00:19:46,477 --> 00:19:50,186
The head of development at sega of America
was a guy named Joe Miller,
256
00:19:50,523 --> 00:19:53,856
and he was very concerned about
the chipset
257
00:19:54,068 --> 00:19:57,902
that sega Japan was going to use
for the saturn.
258
00:19:58,197 --> 00:20:01,689
He was concerned that
it wasn't quite good enough,
259
00:20:01,784 --> 00:20:05,777
in terms of an advancement over 16-bit.
260
00:20:06,080 --> 00:20:09,197
So, that was one part
of the saturn development.
261
00:20:09,458 --> 00:20:11,494
Another part of the saturn development
262
00:20:11,711 --> 00:20:15,704
was introducing
what was going on with saturn to Sony.
263
00:20:16,006 --> 00:20:20,670
Sony, now, was our very strong partner
in developing third-party titles,
264
00:20:20,761 --> 00:20:24,219
particularly, obviously,
those cd-rom titles.
265
00:20:24,306 --> 00:20:26,171
And so, they wanted to be involved in
266
00:20:26,267 --> 00:20:28,007
the development of
the next hardware system.
267
00:20:28,477 --> 00:20:29,967
Well, this made sense to me.
268
00:20:30,438 --> 00:20:33,225
Olaf olafsson was exec vp at Sony
269
00:20:33,315 --> 00:20:35,772
and Mickey schulhof was president
of Sony America,
270
00:20:35,860 --> 00:20:37,566
and there were some technical guys.
271
00:20:37,653 --> 00:20:40,019
And we all thought this was
a pretty good idea,
272
00:20:40,156 --> 00:20:44,320
to have a combined hardware system,
sony/sega or sega/sony,
273
00:20:44,535 --> 00:20:46,821
because we all knew
we didn't make money on hardware.
274
00:20:46,996 --> 00:20:51,865
Why not do a combined system
and make your money on software?
275
00:20:51,959 --> 00:20:53,790
Well, I thought this was brilliant,
276
00:20:53,878 --> 00:20:57,370
because we were certainly better
at developing software
277
00:20:57,465 --> 00:20:58,875
than Sony was in those days,
278
00:20:58,966 --> 00:21:00,831
whether you're talking about
sega of America
279
00:21:00,926 --> 00:21:02,382
or sega Japan or sega Europe.
280
00:21:02,470 --> 00:21:05,928
And so, this meant that
if we could have a hardware system
281
00:21:06,015 --> 00:21:08,597
where we split the loss on the hardware
282
00:21:09,059 --> 00:21:11,801
and each made profit
off of our own software,
283
00:21:11,979 --> 00:21:13,264
brilliant for sega.
284
00:21:13,522 --> 00:21:15,058
This had to be a win-win.
285
00:21:15,399 --> 00:21:18,266
And so, I wanted very much to do this,
286
00:21:18,694 --> 00:21:21,310
and interestingly, so did Sony of America.
287
00:21:21,405 --> 00:21:25,318
When we explained it to nakayama-San,
he thought it was a terrible idea.
288
00:21:25,409 --> 00:21:26,865
He did not want to do it.
289
00:21:27,203 --> 00:21:30,411
He said, "Sony doesn't know anything
about the video game business.
290
00:21:30,539 --> 00:21:33,497
"Why should we help them?
Let's not do this."
291
00:21:33,626 --> 00:21:38,165
So, I was very disappointed,
and I wasn't happy about saturn as it was.
292
00:21:55,022 --> 00:22:00,437
So, 3do was really the device that
announced that they were, in a big way,
293
00:22:00,528 --> 00:22:03,645
going to start making
cd-rom-based video game machines.
294
00:22:04,031 --> 00:22:06,568
There was another system
called the turboduo,
295
00:22:06,909 --> 00:22:09,571
but it came out in Japan,
and it had a cd-rom player.
296
00:22:09,870 --> 00:22:13,613
Now, it was the first time on a video game
I heard an actual audio score,
297
00:22:13,707 --> 00:22:16,289
like an orchestra or like a band, right?
298
00:22:16,377 --> 00:22:17,992
It was real music, not...
299
00:22:19,338 --> 00:22:21,124
You know, not chip music,
300
00:22:21,215 --> 00:22:23,706
but it was real recorded music
being played back.
301
00:22:38,524 --> 00:22:40,856
And the fidelity of the graphics
was a little better.
302
00:22:40,943 --> 00:22:44,856
So, the announcement of the 3do
meant the power was there,
303
00:22:44,947 --> 00:22:48,439
and the capacity to store on a disc
304
00:22:48,534 --> 00:22:51,617
was suddenly 600 megabytes, not 512k.
305
00:22:52,037 --> 00:22:53,698
The 3do was a stepping stone.
306
00:22:53,789 --> 00:22:58,158
I mean, it didn't quite have enough power
to create 3D games
307
00:22:58,252 --> 00:22:59,708
but it was being billed as such.
308
00:22:59,795 --> 00:23:03,413
It was, I have fo say,
a very difficult hardware to work with.
309
00:23:03,507 --> 00:23:07,295
It wasn't based on triangles.
It was based on twisted squares.
310
00:23:08,053 --> 00:23:11,386
I've never seen anything like that before
or since.
311
00:23:11,599 --> 00:23:15,342
And the sales were just miserable as well.
312
00:23:15,728 --> 00:23:18,970
Only sold, if I remember,
about one million units.
313
00:23:19,857 --> 00:23:24,066
Most of which had to do with
the $700 price point for the console.
314
00:23:24,153 --> 00:23:27,020
I mean, if you put that
in today's dollars, with inflation,
315
00:23:27,114 --> 00:23:29,070
that's got to be close to $1,500.
316
00:23:29,491 --> 00:23:33,575
The pitching was very... you know,
it was going to be the next big thing.
317
00:23:33,662 --> 00:23:36,950
It really wasn't, and it was limited.
318
00:23:38,167 --> 00:23:43,287
I think most of those,
either the cd-i or the Marty or the 3do,
319
00:23:43,964 --> 00:23:46,546
were just a little bit ahead of reality.
320
00:23:46,634 --> 00:23:49,216
All you had to do was have
a basic understanding of computing
321
00:23:49,303 --> 00:23:52,591
to know that it would all be about
capacity of memory,
322
00:23:52,681 --> 00:23:54,421
of how much you could fit on a disc,
323
00:23:54,516 --> 00:23:57,223
and then the capacity and performance
of chips
324
00:23:57,311 --> 00:24:00,144
to know how well
you could make things look or move
325
00:24:00,230 --> 00:24:02,221
with that ability of the chips.
326
00:24:02,316 --> 00:24:06,150
But I had lost faith in 3do, because,
really, it was an underpowered system.
327
00:24:06,987 --> 00:24:10,650
And at that time...
So, this is in '92, "93...
328
00:24:11,158 --> 00:24:15,652
I started to hear rumblings that Sony
was considering building their machine.
329
00:24:16,330 --> 00:24:19,163
And that was a real
consumer electronics player, right?
330
00:24:19,249 --> 00:24:23,583
Like, not just a video game company,
not a small coleco,
331
00:24:23,712 --> 00:24:28,502
not a dedicated game company,
like sega or Nintendo,
332
00:24:29,009 --> 00:24:33,173
but a big media and consumer electronics
powerhouse
333
00:24:33,263 --> 00:24:34,628
was getting into the industry.
334
00:25:22,938 --> 00:25:25,099
PlayStation came from
the word "work station"
335
00:25:26,025 --> 00:25:27,856
a computer with a large screen
336
00:25:28,527 --> 00:25:32,315
and multiple programs installed
337
00:25:32,948 --> 00:25:34,734
so the user can do a variety of work.
338
00:25:39,913 --> 00:25:43,121
Similarly, the PlayStation would
339
00:25:43,625 --> 00:25:45,025
be able to play a variety of games.
340
00:25:45,586 --> 00:25:48,328
We wanted to do not just games
341
00:25:48,422 --> 00:25:52,085
but also work with
music and communications.
342
00:25:53,510 --> 00:25:58,630
The name of the device became PlayStation.
Given these requests.
343
00:25:58,724 --> 00:26:02,683
So, the original specification
for the PlayStation
344
00:26:02,770 --> 00:26:06,934
was taking some real-time
3D chipset technology
345
00:26:07,024 --> 00:26:10,061
that had been developed
in something called system g.
346
00:26:10,611 --> 00:26:16,106
And system g was a real-time 3D toolset
for broadcast television,
347
00:26:16,200 --> 00:26:18,987
for the kind of
rotating, spinning graphics
348
00:26:19,078 --> 00:26:21,694
that you would see on sports programmes
or news programmes.
349
00:26:21,789 --> 00:26:23,370
Live television, basically.
350
00:26:23,624 --> 00:26:25,831
And that was a couple of engineers
351
00:26:25,918 --> 00:26:30,287
who were really quite advanced
in thinking about real-time 3D,
352
00:26:30,380 --> 00:26:34,339
and what that could mean in the home
got Ken very excited.
353
00:26:34,802 --> 00:26:36,884
And then, marrying that
354
00:26:36,970 --> 00:26:42,761
with Sony's obvious prowess
in cd and cd-rom technology.
355
00:26:42,851 --> 00:26:45,593
And they also had an in-house experience
356
00:26:45,687 --> 00:26:49,771
with building computers
based on mips processors,
357
00:26:50,067 --> 00:26:54,151
so they were able to draw on
two or three different technologies.
358
00:26:54,238 --> 00:26:57,321
Obviously, sound was a strong part
of Sony's background.
359
00:26:57,407 --> 00:27:00,274
And they brought
all of those technologies together
360
00:27:00,369 --> 00:27:02,451
into the one device.
361
00:27:02,704 --> 00:27:05,571
The guts of the machine
was fairly off-the-shelf parts,
362
00:27:05,707 --> 00:27:09,666
in terms of using a risc chip, 3000a,
363
00:27:09,962 --> 00:27:11,042
and other components.
364
00:27:11,130 --> 00:27:14,497
But the secret sauce was some of
the bespoke elements that we added.
365
00:27:14,591 --> 00:27:16,252
So we had a special sound chip,
366
00:27:16,343 --> 00:27:22,088
and with the graphics chip, the gpu,
we had special hardware to handle things
367
00:27:22,182 --> 00:27:24,594
like geometry transforms. There was gte.
368
00:27:24,977 --> 00:27:28,890
And also, some bespoke math as well.
Some special caches.
369
00:27:28,981 --> 00:27:31,768
And on the cpu as well,
we had extra hardware support
370
00:27:31,859 --> 00:27:33,941
for actually rendering
movies in real-time.
371
00:27:34,027 --> 00:27:35,858
So streaming those
off the disc as well.
372
00:27:36,321 --> 00:27:40,610
And the idea
that you could have a mips processor
373
00:27:42,286 --> 00:27:43,366
in a home console...
374
00:27:43,453 --> 00:27:46,195
Never mind in a workstation.
In a home console.
375
00:27:47,624 --> 00:27:51,833
And on top of that, have 3D graphics
functionality and amazing audio...
376
00:27:52,212 --> 00:27:53,247
It was nuts.
377
00:27:53,338 --> 00:27:57,707
This was Sony's and PlayStation's
first entrance into the market.
378
00:27:57,801 --> 00:28:00,241
And, of course, you had sega and Nintendo,
who were fantastic,
379
00:28:00,304 --> 00:28:02,135
knew what they were doing as well.
380
00:28:02,222 --> 00:28:05,931
And I think...
If you are going to enter a new market,
381
00:28:06,018 --> 00:28:08,009
you have to do things differently.
382
00:28:08,520 --> 00:28:11,978
We knew we needed the best creators
on the platform
383
00:28:12,149 --> 00:28:14,140
to make the best games possible.
384
00:28:14,234 --> 00:28:17,567
There was a need lo pursue
385
00:28:17,654 --> 00:28:22,193
a positive, a proactive relationship
with third parties,
386
00:28:23,202 --> 00:28:29,289
which in the world of Nintendo and sega
was seen as really a Thorn in their side.
387
00:28:29,374 --> 00:28:32,992
You know, like mosquitoes,
388
00:28:33,086 --> 00:28:36,123
that really just got in the way
of shelf space
389
00:28:36,215 --> 00:28:39,673
that they could've had
for their super rock star developers,
390
00:28:39,760 --> 00:28:41,125
their in-house people.
391
00:28:41,595 --> 00:28:43,881
So, it was clear that
392
00:28:44,223 --> 00:28:49,593
without some anchor, tentpole titles
from our first-party studios,
393
00:28:49,686 --> 00:28:55,056
we had to rely totally on other people's
money, other people's support.
394
00:28:55,567 --> 00:28:58,900
PlayStation seemed to have a hit list
395
00:28:59,446 --> 00:29:02,483
of all the people they needed
to get on board,
396
00:29:02,574 --> 00:29:05,441
in order to have a great launch here.
397
00:29:21,510 --> 00:29:23,967
They spoke to everybody,
and they made sure
398
00:29:24,054 --> 00:29:25,281
that there was no barrier to entry.
399
00:29:25,305 --> 00:29:29,344
They went to konami, they went to namco,
they went to irem.
400
00:29:29,434 --> 00:29:32,221
They went to all these companies
and they said,
401
00:29:32,312 --> 00:29:35,054
"here's what we want to do.
We want you involved."
402
00:29:35,232 --> 00:29:39,441
And after people dealing with Nintendo,
who could be quite tricksy,
403
00:29:39,820 --> 00:29:41,105
this was a breath of fresh air.
404
00:29:41,196 --> 00:29:44,734
The fact that namco was dominating
the arcade scenes at the time
405
00:29:44,866 --> 00:29:47,403
meant there was
a huge, rich early portfolio
406
00:29:47,494 --> 00:29:49,951
of tried and tested
video game experiences,
407
00:29:50,038 --> 00:29:51,903
which were incredibly important to Sony
408
00:29:51,999 --> 00:29:55,958
in terms of working towards trying to
adopt those onto the PlayStation.
409
00:29:56,295 --> 00:30:02,211
I went along with them, meeting all these
developers and other employees
410
00:30:02,467 --> 00:30:09,430
and my role there was to take notes
for everyone.
411
00:30:11,018 --> 00:30:16,308
That was before everything.
412
00:30:17,482 --> 00:30:20,474
When the PlayStation had just
got its start as a business
413
00:30:21,028 --> 00:30:23,360
these meetings were very important
for Sony.
414
00:30:24,823 --> 00:30:29,487
I think that my name is probably
on each set of notes there.
415
00:30:31,079 --> 00:30:33,070
That was another one of my jobs then.
416
00:30:33,457 --> 00:30:36,290
And they talked about the technology
that they would want,
417
00:30:36,376 --> 00:30:39,209
they would talk about the business model
that they want.
418
00:30:39,296 --> 00:30:42,254
And we quite quickly evolved this mantra
419
00:30:42,341 --> 00:30:47,552
that if we as a platform can be
the creative choice of the developers
420
00:30:48,055 --> 00:30:50,922
and the commercial choice
of the publishers,
421
00:30:51,016 --> 00:30:53,803
then we have a chance of success.
422
00:30:54,269 --> 00:30:57,557
And we got feedback
from a number of the companies saying,
423
00:30:57,647 --> 00:31:02,186
"if you get to a million units,
then we will support you."
424
00:31:02,277 --> 00:31:05,189
And I think that was set as a target
425
00:31:05,572 --> 00:31:09,531
that was impossible in their mind
for Sony to achieve.
426
00:31:09,826 --> 00:31:14,365
And so, we promised that we would do
a million units in Japan.
427
00:31:14,623 --> 00:31:17,911
And then we had some other conversations
that were much more mundane,
428
00:31:18,001 --> 00:31:20,287
but, actually,
possibly even more impactful.
429
00:31:20,712 --> 00:31:23,419
In the graphics chip
of the PlayStation one
430
00:31:23,507 --> 00:31:25,293
is a unique graphics mode.
431
00:31:25,425 --> 00:31:27,962
And the only reason
that graphics mode is there
432
00:31:28,345 --> 00:31:33,305
is to allow capcom to more easily port
their arcade games to the PlayStation.
433
00:31:33,392 --> 00:31:36,134
Sega and Nintendo had a decade or more
434
00:31:36,353 --> 00:31:39,516
fo develop
an in-house development capability.
435
00:31:39,606 --> 00:31:41,062
Sony had very little.
436
00:31:41,149 --> 00:31:42,980
Just a little bit
from electronic publishing,
437
00:31:43,068 --> 00:31:47,482
some from psygnosis,
and one or two in Japan.
438
00:31:47,948 --> 00:31:52,658
The rationale
behind the acquisition of psygnosis
439
00:31:52,744 --> 00:31:56,362
was that Sony imagesoft in the us
440
00:31:56,456 --> 00:31:58,868
was looking for
more and more development talent
441
00:31:59,000 --> 00:32:00,991
for its games.
442
00:32:01,128 --> 00:32:03,961
Psygnosis had developed
some really clever technology
443
00:32:04,089 --> 00:32:07,832
to do with streaming of data and video
from cd-roms,
444
00:32:08,009 --> 00:32:12,218
initially working on devices
like the fm towns in Japan,
445
00:32:12,305 --> 00:32:13,966
but then also on sega cd,
446
00:32:14,641 --> 00:32:17,098
which Sony was a big supporter of,
447
00:32:17,185 --> 00:32:21,554
because it used
our cd manufacturing capabilities.
448
00:32:21,731 --> 00:32:26,521
And so, psygnosis was eventually acquired
by the us division of Sony
449
00:32:26,611 --> 00:32:29,603
in the early part of 1993,
450
00:32:29,698 --> 00:32:31,939
and then they were
one of the early developers
451
00:32:32,033 --> 00:32:36,527
who were helping to create games
at the beginning of PlayStation.
452
00:32:36,830 --> 00:32:40,118
And Sony, actually, at the time,
didn't do acquisitions.
453
00:32:40,459 --> 00:32:43,576
I think we were about
their eighth acquisition lifetime.
454
00:32:44,463 --> 00:32:48,047
We were sold to by olaf olafsson
and Mickey schulhof,
455
00:32:48,467 --> 00:32:51,049
who clearly had a passion to innovate.
456
00:32:51,136 --> 00:32:54,003
We didn't know why they had
this passion to innovate at the time.
457
00:32:54,097 --> 00:32:56,338
Anyway, the transaction completed.
458
00:32:57,184 --> 00:32:59,641
A couple of weeks later,
we're on a plane to Tokyo,
459
00:32:59,728 --> 00:33:01,389
and we're introduced to this...
460
00:33:02,272 --> 00:33:04,638
I can only describe it as
a busted photocopier.
461
00:33:04,733 --> 00:33:08,601
A huge cabinet with chips and wires
hanging out of it,
462
00:33:09,029 --> 00:33:11,987
bit of a controller,
and the famous dinosaur's head.
463
00:33:15,994 --> 00:33:18,076
So, we looked at
this strange piece of hardware,
464
00:33:18,497 --> 00:33:20,579
and, of course, it lit up for me.
465
00:33:20,749 --> 00:33:23,365
We just couldn't wait
to get our hands on this thing.
466
00:33:23,502 --> 00:33:28,747
And it became very clear early on
that it was slightly ill-conceived
467
00:33:28,965 --> 00:33:31,752
for mass-market development
and deployment
468
00:33:31,885 --> 00:33:33,125
into the development community.
469
00:33:33,553 --> 00:33:36,920
And also the hardware itself
was a bit odd in some ways,
470
00:33:37,015 --> 00:33:41,634
because it had really been designed as
using the cd like a pseudo cartridge.
471
00:33:41,728 --> 00:33:44,344
So, you put the cd in, you load the game,
472
00:33:44,564 --> 00:33:45,679
you take the cd out.
473
00:33:46,274 --> 00:33:49,562
That wasn't where we thought
that piece of hardware should go.
474
00:33:50,153 --> 00:33:53,020
So, we recommended up-spec'ing the cd.
475
00:33:53,448 --> 00:33:54,483
More memory.
476
00:33:55,200 --> 00:33:59,113
Which was well-received by the engineers
in Japan, I have to say.
477
00:33:59,913 --> 00:34:01,699
Ken kutaragi, in particular.
478
00:34:03,542 --> 00:34:05,703
So the PlayStation started to take shape.
479
00:34:06,002 --> 00:34:10,291
Ian would always come in
and say excited things, like, you know,
480
00:34:10,382 --> 00:34:12,998
he's seen amazing technology
at some meeting
481
00:34:13,093 --> 00:34:15,300
or some conference or whatever.
482
00:34:16,304 --> 00:34:19,842
But I remember everyone getting
very excited about
483
00:34:19,933 --> 00:34:23,391
the delivery of this new item.
484
00:34:23,770 --> 00:34:24,805
And it was huge,
485
00:34:24,896 --> 00:34:27,262
and it was covered in fans,
just strapped to it.
486
00:34:27,357 --> 00:34:29,473
And it made a hell of a noise
when you fired it up.
487
00:34:30,860 --> 00:34:34,398
And it was the very first Dev kit
of the PlayStation.
488
00:34:35,031 --> 00:34:36,521
So, they did their homework.
489
00:34:36,866 --> 00:34:40,734
It wasn't just that they knew
what kind of machine needed to be built.
490
00:34:41,204 --> 00:34:45,538
It wasn't just that they knew what kind
of services they needed to provide.
491
00:34:45,667 --> 00:34:48,079
They knew which partners
they needed to target.
492
00:34:48,169 --> 00:34:50,501
And that's the hardest thing of all.
And they nailed it.
493
00:34:50,589 --> 00:34:52,500
Our approach was to be as open as we could
494
00:34:53,258 --> 00:34:57,126
to be hands-on, to go and visit them,
to create developer conferences...
495
00:34:57,762 --> 00:35:01,220
And really act in a way
that maybe hadn't been seen before,
496
00:35:01,349 --> 00:35:04,967
in terms of actually
helping developers understand
497
00:35:05,061 --> 00:35:07,848
what we wanted to do,
and helping them to get there as well.
498
00:35:07,939 --> 00:35:12,729
I was inspired by what I had experienced
at the 3do developers' conference
499
00:35:12,819 --> 00:35:17,028
in San Francisco, or near San Francisco,
in late 1992.
500
00:35:17,532 --> 00:35:20,148
And what I saw was, for the first time,
501
00:35:20,243 --> 00:35:23,781
they were treating the creators
like rock stars.
502
00:35:24,456 --> 00:35:27,118
And they realised that
the creative community
503
00:35:27,208 --> 00:35:32,373
was more important than
talking to the execs of the publishers.
504
00:35:32,797 --> 00:35:36,039
And we took the same model,
we expanded upon it,
505
00:35:36,134 --> 00:35:39,718
and we focused a lot of our efforts
on making great developer tools,
506
00:35:39,804 --> 00:35:43,513
and making the developer experience
the best that it could be,
507
00:35:43,600 --> 00:35:46,808
because we know that creative people
have a choice.
508
00:35:46,895 --> 00:35:49,557
They can choose what platforms to work on,
509
00:35:49,856 --> 00:35:54,225
and they can choose which platforms
to put their best people on.
510
00:35:54,319 --> 00:35:59,029
And we knew that if we could make
working on PlayStation a great experience,
511
00:35:59,115 --> 00:36:03,575
we would get the best people,
and the best people make the best games.
512
00:36:04,204 --> 00:36:09,244
Sony was going around talking to
the capcoms and the konamis of the world.
513
00:36:09,709 --> 00:36:12,917
I believe we were lumped into
that group of meetings,
514
00:36:13,004 --> 00:36:16,121
and in that,
someone came to the Sony music offices,
515
00:36:16,216 --> 00:36:18,127
where we were working at Sony imagesoft,
516
00:36:18,218 --> 00:36:20,880
from Sony and said, "here's this vhs tape.
517
00:36:21,096 --> 00:36:24,634
"This is what PlayStation is and this is
what Sony's going to be making,
518
00:36:24,766 --> 00:36:28,179
"and you guys are now going to be putting
all your stuff on PlayStation."
519
00:36:28,269 --> 00:36:30,305
And that tape was wild.
520
00:36:30,522 --> 00:36:34,140
Jurassic park was huge at the time.
Everybody talked about the dinosaur,
521
00:36:34,234 --> 00:36:36,646
and when you actually saw it
in real-time in 3D,
522
00:36:37,362 --> 00:36:40,149
for the time, you were like,
"holy cow, this is amazing.”
523
00:36:46,121 --> 00:36:51,616
Sony gave us this demonstration
of a dinosaur. It was a t-Rex head.
524
00:36:51,710 --> 00:36:58,001
And they told us how it would move around
in real-time cg.
525
00:36:59,050 --> 00:37:05,671
Of course, we were making games
at the time, but we were also film fans,
526
00:37:05,765 --> 00:37:10,976
and the cg in Jurassic park
had made a huge impact.
527
00:37:11,980 --> 00:37:16,189
To see the same kind of visual depictions
from Jurassic park,
528
00:37:17,318 --> 00:37:20,310
actually moving around
in Sony's tyrannosaurus demo,
529
00:37:20,405 --> 00:37:22,646
on this platform called PlayStation.
530
00:37:22,782 --> 00:37:25,990
That left a very lasting impression on us.
531
00:37:26,077 --> 00:37:28,534
As a viewer of the tape, we're envisioning
532
00:37:28,621 --> 00:37:31,738
"it's going to be that dinosaur
fighting a pterodactyl,
533
00:37:31,833 --> 00:37:34,370
"and there's going to be
beautiful waterfalls in lush jungles,”
534
00:37:34,461 --> 00:37:38,579
and it's like, "well, actually,
everything the PlayStation can do
535
00:37:38,757 --> 00:37:41,590
"is just to make that dinosaur
against a black background.
536
00:37:41,676 --> 00:37:43,007
"It can't do anything else.
537
00:37:43,219 --> 00:37:46,006
"But we want to at least show you
that we can do this cool dinosaur."
538
00:37:46,097 --> 00:37:49,385
But then it went on
to show you actual games,
539
00:37:49,476 --> 00:37:51,637
either in development
or proof of concepts.
540
00:37:51,728 --> 00:37:53,218
And it showed jumping flash!
541
00:37:53,521 --> 00:37:56,263
And that was the first time
I'd ever actually thought
542
00:37:56,441 --> 00:37:59,808
that you could break the bounds of that,
really, at the point,
543
00:37:59,903 --> 00:38:04,818
getting very tired, stale, 2d, side-scroll
way of expressing a game,
544
00:38:04,908 --> 00:38:07,365
and suddenly you have
this massive verticality
545
00:38:07,452 --> 00:38:09,488
and this robot rabbit is jumping
546
00:38:09,746 --> 00:38:12,078
what seemed to be
thousands of feet in the air.
547
00:38:12,165 --> 00:38:16,625
And there was a jrpg
ahd it looked like a hand-drawn cartoon.
548
00:38:17,253 --> 00:38:19,494
And when they went into battle sequences,
549
00:38:19,631 --> 00:38:22,418
it was like you were watching
an anime sequence
550
00:38:22,509 --> 00:38:24,921
of like, camera cuts
ahd beautiful effects.
551
00:38:25,011 --> 00:38:27,502
That was what got me excited enough
to say,
552
00:38:27,597 --> 00:38:29,633
“this industry's
about to get super exciting,
553
00:38:29,724 --> 00:38:33,592
"because it feels now
like you can express games
554
00:38:33,853 --> 00:38:39,723
"in a much more dynamic and exciting
and cinematic way,"
555
00:38:40,068 --> 00:38:43,310
that really, before I knew much about
pure game design,
556
00:38:43,530 --> 00:38:47,694
just at a surface level, it was like,
"that is so crazy exciting,"
557
00:38:47,992 --> 00:38:50,324
that this tape is basically saying to us,
558
00:38:50,411 --> 00:38:54,620
"hey, game creators,
we are about to allow players
559
00:38:54,833 --> 00:38:56,949
"to literally step into these worlds."
560
00:38:57,752 --> 00:39:00,334
How many colours you could use
561
00:39:00,630 --> 00:39:02,791
was always a question then.
562
00:39:03,216 --> 00:39:05,707
Moving into an era
563
00:39:05,802 --> 00:39:07,793
where you could use all these colours
564
00:39:07,887 --> 00:39:09,878
as well as polygons and textures
565
00:39:09,973 --> 00:39:11,509
really was like a dream to me.
566
00:39:11,599 --> 00:39:13,806
If felt that if I could do all that
567
00:39:14,561 --> 00:39:18,520
then I could make the 3D metal gear
568
00:39:19,023 --> 00:39:22,231
that I had wanted to
569
00:39:22,318 --> 00:39:24,730
since the days of the msx
but was unable to.
570
00:39:25,405 --> 00:39:29,193
Though changing the colouring
was a scary idea.
571
00:39:30,243 --> 00:39:33,781
When I saw the PlayStation presentation
572
00:39:33,872 --> 00:39:36,659
I saw that I would be able
573
00:39:37,458 --> 00:39:39,995
to make the game that I really wanted
574
00:39:40,086 --> 00:39:44,079
with a full set of colours and polygons.
575
00:39:44,716 --> 00:39:46,547
That idea was really shocking to me.
576
00:39:46,634 --> 00:39:49,296
I mean in a positive sense of the word.
577
00:39:49,846 --> 00:39:52,212
When I heard that Sony,
578
00:39:52,307 --> 00:39:54,243
a company known for audio
and electronics equipment,
579
00:39:54,267 --> 00:39:56,679
was making a game console,
580
00:39:56,769 --> 00:40:02,389
I was both excited and anxious to see
what they would come up with.
581
00:40:02,483 --> 00:40:08,774
Then when I saw this machine
582
00:40:08,865 --> 00:40:11,652
with its cd-rom drive,
583
00:40:11,743 --> 00:40:15,235
and the 3D polygon visuals,
584
00:40:15,371 --> 00:40:18,955
it was a completely different approach
to what had come before
585
00:40:19,042 --> 00:40:25,413
and revolutionised the industry.
586
00:40:25,548 --> 00:40:28,506
I think if Sony had not entered
the console market at that time
587
00:40:28,593 --> 00:40:31,505
then it would be totally different today.
588
00:40:31,679 --> 00:40:35,012
When I saw what they came up with,
589
00:40:35,099 --> 00:40:38,933
with the cd-roms and the polygons,
590
00:40:39,020 --> 00:40:42,808
it felt like a brand new approach
to games.
591
00:40:42,899 --> 00:40:44,560
You just wanted everybody to say,
592
00:40:44,651 --> 00:40:48,018
"I want to be part of this project
because it is the future."
593
00:40:48,613 --> 00:40:54,859
And I think 99%-plus people bought in
on that basis.
594
00:40:55,662 --> 00:40:57,618
You didn't have to sell it to them
595
00:40:57,705 --> 00:41:01,072
and they didn't feel like
they were taking a risk.
596
00:41:01,709 --> 00:41:05,668
Three, two, one. Go!
597
00:41:08,549 --> 00:41:09,664
What a start!
598
00:41:09,759 --> 00:41:12,466
This is just what I wanted to see.
599
00:41:12,804 --> 00:41:16,217
Working on the magazines, we used to
get things like login and famitsu,
600
00:41:16,307 --> 00:41:20,175
and I remember the first time
the Ridge racer screenshots appeared.
601
00:41:20,269 --> 00:41:22,055
And you knew then it was a game-changer.
602
00:41:22,146 --> 00:41:26,435
You knew then that this was
a proper 3D console.
603
00:41:26,526 --> 00:41:28,062
This was something that...
604
00:41:28,194 --> 00:41:33,564
It wasn't faking 3D, like the fx chip
on the super Nintendo or mode 7.
605
00:41:34,158 --> 00:41:36,774
There was a camera
that was panning around things.
606
00:41:36,869 --> 00:41:39,656
The cars in Ridge racer
were going past you,
607
00:41:39,789 --> 00:41:41,654
and it wasn't a 2d sprite.
608
00:41:41,958 --> 00:41:45,576
And it was... it just blew you away.
It was incredible.
609
00:41:45,670 --> 00:41:49,959
Yes, I remember at the time,
610
00:41:50,049 --> 00:41:53,166
being asked to demo a sample
611
00:41:53,261 --> 00:41:57,595
to various development companies.
612
00:41:57,974 --> 00:42:02,434
This was met with
some shock and awe.
613
00:42:02,520 --> 00:42:07,310
Reactions such as,
'wow, they can really do this...'
614
00:42:07,400 --> 00:42:11,188
I was aware at the time
that other companies
615
00:42:11,279 --> 00:42:16,273
had studied the demo really closely.
616
00:42:17,493 --> 00:42:22,078
I think that it was a massive success,
as a sample.
617
00:42:23,166 --> 00:42:30,129
We learned what we can do with hard work.
618
00:42:31,674 --> 00:42:37,670
We needed to make better games,
and so did namco.
619
00:42:38,181 --> 00:42:41,639
I think that this was a great development.
620
00:42:51,027 --> 00:42:54,485
The initial sdk was certainly quite large
621
00:42:54,572 --> 00:42:59,407
around this size, and it was heavy too.
622
00:43:00,078 --> 00:43:06,665
Sony sent it to the game companies
in march of 1993.
623
00:43:07,919 --> 00:43:10,410
A number of game companies said
624
00:43:10,546 --> 00:43:12,502
that they wouldn't be able
625
00:43:13,257 --> 00:43:16,340
to make games for the PlayStation
626
00:43:16,928 --> 00:43:18,168
if Sony didn't have the sdk out
627
00:43:19,013 --> 00:43:20,503
by the final day of march.
628
00:43:21,849 --> 00:43:24,306
And so it wound up
629
00:43:25,144 --> 00:43:29,729
that the final day of march
was our due date.
630
00:43:30,066 --> 00:43:35,902
I remember us completing
and delivering it.
631
00:43:36,030 --> 00:43:38,612
The machines were handmade
632
00:43:39,408 --> 00:43:41,399
and we couldn't send them
633
00:43:41,869 --> 00:43:43,450
via a home delivery service
634
00:43:44,497 --> 00:43:48,206
due to their weight, size
635
00:43:48,292 --> 00:43:53,161
and large power source.
636
00:43:54,924 --> 00:43:59,293
This meant that
we delivered them ourselves
637
00:43:59,387 --> 00:44:02,675
taking taxis and bullet trains to do so.
638
00:44:03,182 --> 00:44:08,597
3 or 4 of those were around 30 kg
639
00:44:08,813 --> 00:44:12,146
but we brought them to the game companies.
640
00:44:12,692 --> 00:44:15,980
There were actually some people
641
00:44:16,487 --> 00:44:18,603
that flew all the way to the us with them.
642
00:44:19,073 --> 00:44:21,940
It was quite clear
that people were excited about it,
643
00:44:22,034 --> 00:44:25,652
and there were a lot of loose lips
as people started getting the hardware.
644
00:44:25,746 --> 00:44:30,661
And psygnosis, for example,
were very vocal on what it could do.
645
00:44:31,002 --> 00:44:33,163
And everyone just
started talking about 3D.
646
00:44:33,254 --> 00:44:36,587
You know,
previously 3D had been pseudo 3D.
647
00:44:36,674 --> 00:44:39,632
But all of a sudden, you know,
you had people who were talking about
648
00:44:39,760 --> 00:44:43,378
the possibilities that were afforded by
this new hardware
649
00:44:43,472 --> 00:44:47,886
where 3D was incredibly easy,
comparatively, to what had gone before.
650
00:44:47,977 --> 00:44:50,889
So, yeah, 3D was a huge, huge part of it.
651
00:44:50,980 --> 00:44:52,595
And it wasn't like, you know,
652
00:44:53,191 --> 00:44:56,308
when you used to get things like
f-18 interceptor and stuff like that,
653
00:44:56,402 --> 00:45:00,361
and it would be a jerky plane
made out of about 15 polygons.
654
00:45:00,615 --> 00:45:04,858
No, you were talking about platform games
that were made out of 3D items,
655
00:45:04,952 --> 00:45:07,910
and it was just revolutionary,
really strong.
656
00:45:07,997 --> 00:45:09,658
It drew triangles for you.
657
00:45:09,749 --> 00:45:13,708
Whereas prior to that, every other 3D game
that had come out on any platform
658
00:45:14,170 --> 00:45:17,537
that had tried to draw a triangle
and fill it in with a texture
659
00:45:17,673 --> 00:45:19,129
had had to do that in software.
660
00:45:19,383 --> 00:45:21,715
So the cpu is sat there, going, "right,
661
00:45:21,802 --> 00:45:24,239
"there's a red dot there,
a blue dot there, blah, blah, blah."
662
00:45:24,263 --> 00:45:25,574
Suddenly with the PlayStation,
you just go,
663
00:45:25,598 --> 00:45:28,806
"here's the three corners of my triangle,
here's my texture, draw it."
664
00:45:28,893 --> 00:45:33,136
Bang, and it's on screen, perfect for you,
projected into 3D.
665
00:45:33,397 --> 00:45:36,810
You know, it's like, that's taken
so much of the difficulty away
666
00:45:36,901 --> 00:45:39,296
and allowing you to do something
you've not been allowed to do before.
667
00:45:39,320 --> 00:45:41,276
In our first work
668
00:45:41,364 --> 00:45:44,231
to try and help developers succeed
on PlayStation,
669
00:45:44,575 --> 00:45:47,863
the main problem, I think,
we were teams who were new to 3D,
670
00:45:47,954 --> 00:45:51,697
and who'd already been working
maybe on 2d titles for years,
671
00:45:52,166 --> 00:45:55,750
but PlayStation was maybe the first leap
into this new era.
672
00:45:55,836 --> 00:45:58,748
And you needed a good grasp of math
673
00:45:58,839 --> 00:46:02,172
fo cope with vectors
ahd matrices transformations.
674
00:46:02,260 --> 00:46:04,546
Quaternions,
and otherwise exciting things...
675
00:46:04,637 --> 00:46:08,380
And if you didn't have the basic math
to do that kind of stuff,
676
00:46:08,474 --> 00:46:11,181
you couldn't code in 3D any more.
677
00:46:11,769 --> 00:46:13,976
So, it was quite a step change.
678
00:46:14,063 --> 00:46:18,147
A lot of our peer group just went away
from the games industry,
679
00:46:18,234 --> 00:46:21,442
at that transition from 2d to 3D.
680
00:46:21,779 --> 00:46:23,519
Working with 3D changes everything.
681
00:46:23,698 --> 00:46:24,858
Just to give an example,
682
00:46:24,949 --> 00:46:27,565
in the 2d world, what you could see
of the world was restricted.
683
00:46:27,702 --> 00:46:31,035
It was just what was within
the boundaries of the TV set.
684
00:46:31,289 --> 00:46:33,120
With a 3D world, with perspective,
685
00:46:33,207 --> 00:46:35,072
you can see everything
that's in the distance.
686
00:46:35,167 --> 00:46:36,873
And so, I remember going to a trade show,
687
00:46:36,961 --> 00:46:38,872
and the poor team that was making a game
688
00:46:38,963 --> 00:46:41,750
hadn't realised that this was
a fundamental rule of 3D.
689
00:46:41,882 --> 00:46:43,543
You had to restrict what was visible.
690
00:46:43,759 --> 00:46:48,173
And so they had a long, long canyon
that ran at a few frames a second,
691
00:46:48,264 --> 00:46:50,550
because they were trying to display
the whole thing.
692
00:46:50,641 --> 00:46:52,597
And as you'd walk down the canyon,
693
00:46:52,810 --> 00:46:54,788
the frame rate would get
better and better and better
694
00:46:54,812 --> 00:46:56,598
until it would be at interactive rates
695
00:46:56,689 --> 00:46:59,226
when you were at the very end of it
and couldn't see anything.
696
00:46:59,734 --> 00:47:00,940
And this was just the basics.
697
00:47:01,027 --> 00:47:05,145
We had to learn to make worlds
with lots of crooked geometry in them,
698
00:47:05,281 --> 00:47:10,150
so that these views to infinity
didn't occur.
699
00:47:10,411 --> 00:47:13,949
It's like suddenly being offered
a whole new medium to create stuff in.
700
00:47:14,498 --> 00:47:17,080
For many people
that's actually completely unnerving.
701
00:47:17,293 --> 00:47:21,161
And that's really
how I remember that transition.
702
00:47:21,297 --> 00:47:25,210
I remember actually being very excited
about creating artificial worlds
703
00:47:25,760 --> 00:47:29,093
in a different way
than the pixel-bashing days of yore.
704
00:47:29,180 --> 00:47:32,843
I think it ultimately comes down
to the fact that we live in a 3D world,
705
00:47:32,933 --> 00:47:34,764
so that's what we're used to.
706
00:47:34,852 --> 00:47:38,344
There are things in the distance,
we go and explore, we look around.
707
00:47:38,439 --> 00:47:42,478
It's what kids do. You run around,
you explore, you find hiding places,
708
00:47:42,568 --> 00:47:44,212
- play hide and seek...
- You make dens, you climb trees.
709
00:47:44,236 --> 00:47:48,275
All those sorts of things. And that was
a chance for us to do that in games.
710
00:47:48,574 --> 00:47:52,783
You know, you've got to remember that,
perhaps from a programmer's point of view,
711
00:47:52,870 --> 00:47:55,452
going into the 3D world
would've been a difficult transfer,
712
00:47:55,539 --> 00:47:58,952
but for an artist,
it was probably the opposite.
713
00:47:59,377 --> 00:48:02,084
Because we always wanted to push
what we could do.
714
00:48:02,171 --> 00:48:03,627
We always wanted more,
715
00:48:03,881 --> 00:48:06,088
we always wanted to display more,
716
00:48:06,467 --> 00:48:09,925
we wanted to make things
more visually elaborate.
717
00:48:10,262 --> 00:48:12,253
We wanted a 3D environment.
718
00:48:12,556 --> 00:48:16,390
So, in some respects, from the early days,
right up until tomb raider,
719
00:48:16,644 --> 00:48:19,056
there were more constraints
if anything else.
720
00:48:19,188 --> 00:48:20,428
Our world was opening up.
721
00:48:20,523 --> 00:48:23,230
It got easier for us to develop.
722
00:48:23,317 --> 00:48:25,558
Our ideas would...
723
00:48:25,736 --> 00:48:28,728
We could put those concepts onto screen,
and a lot easier,
724
00:48:30,199 --> 00:48:33,066
the more that the software developed
through the years.
725
00:48:33,744 --> 00:48:37,202
There was the technical aspects of the 3D,
which were brutal.
726
00:48:37,289 --> 00:48:40,577
But even worse
was how it works with the gameplay.
727
00:48:40,668 --> 00:48:43,876
Because, essentially,
if you think of what's going on
728
00:48:44,171 --> 00:48:49,256
in a classic 2d character action game
like donkey Kong country,
729
00:48:49,677 --> 00:48:54,421
is you've got a character moving
one or two-dimensionally,
730
00:48:54,515 --> 00:48:55,925
like, on the screen,
731
00:48:56,016 --> 00:48:58,473
and then they're doing
timing-related things,
732
00:48:58,561 --> 00:49:01,644
like jump, jump, jump, spin,
733
00:49:01,897 --> 00:49:03,017
you know, kick, or whatever.
734
00:49:03,065 --> 00:49:06,102
Jump, jump, leap on the thing,
ride the thing over, jump.
735
00:49:06,444 --> 00:49:08,651
And it's all about the constraint.
736
00:49:08,863 --> 00:49:14,028
Because of the 2d-ness, it's very easy
to make it so that your only choices
737
00:49:14,160 --> 00:49:18,654
were to either, like, jump on that barrel
or fall in the pit.
738
00:49:19,290 --> 00:49:23,909
Or jump on the barrel or ride on that
moving platform, or fall in the pit.
739
00:49:24,587 --> 00:49:27,795
In 3D, it turns out,
because of the extra dimension,
740
00:49:28,007 --> 00:49:29,963
there are several huge problems.
741
00:49:30,050 --> 00:49:31,881
There's basically the fact that,
742
00:49:32,052 --> 00:49:35,340
okay, you are in a field
and there's a monster running towards you,
743
00:49:35,431 --> 00:49:38,013
and nothing really prevents you
from just running around it.
744
00:49:38,100 --> 00:49:39,385
That can't really happen in 2d,
745
00:49:39,477 --> 00:49:42,640
because that "around" is the dimension
that's in and out of the screen
746
00:49:42,730 --> 00:49:44,186
that you don't get in the 2d game.
747
00:49:44,273 --> 00:49:46,764
But in the 3D game,
you're looking at it the other way
748
00:49:46,901 --> 00:49:49,254
and it's the left-right dimension,
but it's the extra dimension.
749
00:49:49,278 --> 00:49:50,464
It doesn't matter which way it is.
750
00:49:50,488 --> 00:49:52,924
It's just the extra dimension.
It gives you too much degrees of freedom.
751
00:49:52,948 --> 00:49:55,690
So you've got that problem,
you've got the camera problem,
752
00:49:55,784 --> 00:49:58,491
which makes judging the jumps
and the timing
753
00:49:58,579 --> 00:50:02,197
much, much more difficult
depending on what the point of view is.
754
00:50:02,458 --> 00:50:04,119
And the point of view is not so set.
755
00:50:04,210 --> 00:50:06,330
On the 2d one,
there's only one logical point of view,
756
00:50:06,378 --> 00:50:07,959
which is perpendicular to...
757
00:50:08,047 --> 00:50:10,379
In the third dimension
that you're not actually using.
758
00:50:10,466 --> 00:50:11,672
In the 3D game,
759
00:50:11,759 --> 00:50:14,796
the camera is in the same three dimensions
as the actual game.
760
00:50:14,887 --> 00:50:17,032
And where is it? Is it behind
the character, the side of the character,
761
00:50:17,056 --> 00:50:18,216
is it changing, is it moving?
762
00:50:18,390 --> 00:50:20,597
What happens if you start to curve
and go sideways?
763
00:50:20,684 --> 00:50:22,925
And there was no example
of how to handle this.
764
00:50:23,062 --> 00:50:24,598
And so we had to figure it all out.
765
00:50:24,688 --> 00:50:28,931
Capcom had only very recently
started using 3D graphics
766
00:50:29,026 --> 00:50:32,063
so we began our work by first thinking
767
00:50:32,154 --> 00:50:35,317
about how we could go about using them.
768
00:50:35,449 --> 00:50:41,445
Our benchmark was that t-Rex demo
that Sony came out with.
769
00:50:41,539 --> 00:50:44,872
We took quite a number of approaches
770
00:50:44,959 --> 00:50:51,080
from working as hard as we could to
replicate what they had put out
771
00:50:51,173 --> 00:50:54,131
to thinking that it would actually be
a bad move
772
00:50:54,218 --> 00:50:57,176
to approach resident evil
like they did t-Rex.
773
00:50:57,263 --> 00:50:59,549
We really were starting from zero there.
774
00:51:00,933 --> 00:51:03,174
It just wouldn't display
775
00:51:03,269 --> 00:51:07,729
so the idea of going full 3D
776
00:51:07,815 --> 00:51:11,854
just wasn't going to get much traction.
777
00:51:12,570 --> 00:51:14,982
With things going like this
778
00:51:15,072 --> 00:51:17,814
it started feeling like
it could get cancelled.
779
00:51:18,701 --> 00:51:21,192
When alone in the dark came out
780
00:51:21,287 --> 00:51:24,575
it had a large quantity
781
00:51:24,665 --> 00:51:28,453
of pre-rendered graphics displayed.
782
00:51:28,544 --> 00:51:32,036
The only object was the character itself.
783
00:51:32,131 --> 00:51:35,373
From the player perspective
784
00:51:35,467 --> 00:51:40,587
the game had
a three-dimensional atmosphere
785
00:51:40,681 --> 00:51:45,266
and all of this demonstrated
786
00:51:45,352 --> 00:51:48,344
that it was now possible
787
00:51:48,439 --> 00:51:51,146
to create a more complete game
788
00:51:51,233 --> 00:51:54,771
including visually.
789
00:52:00,993 --> 00:52:05,077
From there, we steadily moved
onto animation methods.
790
00:52:05,164 --> 00:52:09,874
By deciding to use camerawork
to show a 3D space in 2d,
791
00:52:10,044 --> 00:52:13,707
mikami-San established the blueprint
for what would become resident evil.
792
00:52:13,839 --> 00:52:14,874
That door.
793
00:52:15,299 --> 00:52:16,379
But Chris is...
794
00:52:18,594 --> 00:52:21,711
Essentially, the idea was
795
00:52:21,805 --> 00:52:24,296
that there would be zombies
796
00:52:24,391 --> 00:52:26,382
that were located in places
797
00:52:26,477 --> 00:52:28,468
that the camera didn't reach.
798
00:52:28,562 --> 00:52:30,553
The player couldn't see them
799
00:52:30,648 --> 00:52:32,639
but they could hear them.
800
00:52:32,733 --> 00:52:35,065
There was a certain scariness
801
00:52:35,194 --> 00:52:37,981
in zombies being out of sight.
802
00:52:39,323 --> 00:52:43,407
This type of fear was sort of
803
00:52:43,619 --> 00:52:46,486
the main concept for the game.
804
00:52:46,580 --> 00:52:50,493
I imagined the player
805
00:52:50,584 --> 00:52:54,668
growing very jumpy about everything
806
00:52:54,755 --> 00:53:00,250
and being on the edge of their seat.
807
00:53:00,344 --> 00:53:05,008
Where they would be able to sense
808
00:53:05,099 --> 00:53:08,967
that there was a zombie
809
00:53:09,061 --> 00:53:12,349
just around the corner.
810
00:53:18,821 --> 00:53:25,784
The camera marks...
811
00:53:27,454 --> 00:53:34,417
Well, I did set the cameras,
812
00:53:36,588 --> 00:53:41,252
but I didn't have any experience
shooting with a real camera.
813
00:53:41,385 --> 00:53:47,255
I started learning from step one,
814
00:53:47,349 --> 00:53:53,436
imagining how a player going
through a corridor would feel,
815
00:53:53,522 --> 00:53:59,518
which camera angles would frighten them.
816
00:53:59,695 --> 00:54:02,152
That's how I went about it.
817
00:54:02,239 --> 00:54:04,981
If we get down to the technical details,
818
00:54:05,075 --> 00:54:06,636
a single room could only have 8 cameras...
819
00:54:06,660 --> 00:54:08,525
You really remember this well!
820
00:54:08,620 --> 00:54:10,030
Due to reasons of memory capacity.
821
00:54:10,164 --> 00:54:15,579
This doubled to 16 for resident evil 2.
822
00:54:15,878 --> 00:54:20,588
There were just 8 for the first game.
823
00:54:20,799 --> 00:54:23,541
You only had so many cuts
824
00:54:23,635 --> 00:54:27,753
and you had to make the game playable,
825
00:54:27,848 --> 00:54:32,592
without leaving any blind spots in the
room where the character can't be seen.
826
00:54:33,187 --> 00:54:37,146
First time I ever saw resident evil,
the guy from virgin brought in a disc,
827
00:54:37,649 --> 00:54:40,369
and he went, "just have a look at this."
He didn't say anything else.
828
00:54:40,444 --> 00:54:42,059
And we were all watching it,
829
00:54:42,571 --> 00:54:45,187
and you get that bit
where the first zombie turns around
830
00:54:45,282 --> 00:54:46,738
and you go, "yeah, brilliant."
831
00:54:46,825 --> 00:54:49,237
And then, all of a sudden,
you're walking along a hallway
832
00:54:49,328 --> 00:54:51,364
and the dog jumps through the window.
833
00:54:51,455 --> 00:54:53,116
And two of my team lef,
834
00:54:53,207 --> 00:54:54,350
and then one of them came back
835
00:54:54,374 --> 00:54:56,205
just as the spider
fell from the ceiling,
836
00:54:56,293 --> 00:54:58,013
and immediately turned
and walked out again.
837
00:54:58,295 --> 00:55:02,288
It was one of the most exciting games
that I knew was coming out.
838
00:55:02,382 --> 00:55:04,102
It was one that really, really
blew me away.
839
00:55:07,679 --> 00:55:09,795
This is rupturefarms.
840
00:55:11,225 --> 00:55:15,309
They say it's the biggest
meat processing plant on oddworld.
841
00:55:15,437 --> 00:55:19,396
I wasn't really interested in games
at all, in making them.
842
00:55:19,483 --> 00:55:21,223
The idea never occurred to me.
843
00:55:21,318 --> 00:55:25,561
And it still didn't occur to me until
I was in the film business for a while,
844
00:55:25,656 --> 00:55:29,945
and I was looking at how do I take
my desire to create virtual worlds,
845
00:55:30,160 --> 00:55:33,744
meaning fantasy worlds
or worlds of the imagination,
846
00:55:34,081 --> 00:55:37,824
and convert that
using 3D computer graphics
847
00:55:37,918 --> 00:55:41,706
into stories I want to tell,
into characters that I'd like to develop,
848
00:55:41,964 --> 00:55:44,046
and into money I'd like to make.
849
00:55:44,132 --> 00:55:48,045
And that's what transitioned
my brief history,
850
00:55:48,136 --> 00:55:51,845
let's say seven years
of computer animation traditionally,
851
00:55:51,932 --> 00:55:54,344
into wanting to start
a video game company.
852
00:55:54,977 --> 00:55:58,890
Now, I hadn't seen a PlayStation yet,
but it gave me the faith to say,
853
00:55:58,981 --> 00:56:00,892
"okay, this stuff is getting real,
854
00:56:01,191 --> 00:56:04,354
"and I understand Hollywood enough,
I believe,
855
00:56:04,486 --> 00:56:07,694
"to understand what I think
is going to happen with video games."
856
00:56:08,365 --> 00:56:11,778
And that really gave me
the inertia to say,
857
00:56:11,869 --> 00:56:15,032
"if we don't do it now,
we're not going to be able to later."
858
00:56:15,914 --> 00:56:17,495
And so, that was '90...
859
00:56:17,583 --> 00:56:20,871
'92, I started convincing Sherry McKenna
860
00:56:22,296 --> 00:56:23,911
we need to start a game company.
861
00:56:24,047 --> 00:56:26,754
Lorne comes to my house
in the Hollywood Hills,
862
00:56:27,134 --> 00:56:29,967
and we're sitting by the pool
because I'm...
863
00:56:30,095 --> 00:56:31,631
Hollywood
864
00:56:31,889 --> 00:56:35,677
and, lorne says, "you know,
I've got this just really great idea.”
865
00:56:36,143 --> 00:56:38,634
And I go, "okay, tell me what it is,"
'cause I love stories.
866
00:56:38,729 --> 00:56:40,685
So he tells me this awesome idea.
867
00:56:40,772 --> 00:56:43,388
I'm telling you, it was such a great idea.
868
00:56:43,942 --> 00:56:48,106
And it was just like a reflection
of what was going wrong with the world.
869
00:56:48,322 --> 00:56:52,782
The glukkons were scared,
'cause profits were grim.
870
00:56:53,785 --> 00:56:57,903
And I went, "man, this is so awesome.
We could make five movies!"
871
00:56:58,290 --> 00:57:02,659
And he goes, "yeah, no,
we're going to do five games."
872
00:57:03,128 --> 00:57:05,790
And I went, "games? What are games?”
873
00:57:05,881 --> 00:57:09,123
He goes, "you know, video games?”
and I went, "no, I don't know."
874
00:57:09,217 --> 00:57:10,878
And then I saw the PlayStation.
875
00:57:12,346 --> 00:57:16,385
And I thought, "I don't know.
Maybe we can do...
876
00:57:17,643 --> 00:57:21,636
"Maybe we could do really good
computer graphics for video games."
877
00:57:23,315 --> 00:57:28,605
When some big face appeared
and said I was dead.
878
00:57:31,490 --> 00:57:33,401
Said our land was changing,
879
00:57:33,575 --> 00:57:36,112
was imbalanced at best.
880
00:57:36,662 --> 00:57:40,871
He told me my fate was fo rescue the rest.
881
00:57:41,208 --> 00:57:44,541
When we actually started the production
of the game,
882
00:57:44,962 --> 00:57:46,418
we had two types of people.
883
00:57:46,505 --> 00:57:48,996
We had people that had come with us
from Hollywood,
884
00:57:49,091 --> 00:57:52,549
and then we had people that were acquired
through the game industry.
885
00:57:52,636 --> 00:57:55,298
And with Sherry,
886
00:57:56,014 --> 00:57:58,847
I would tell her the stories
and we would talk about it,
887
00:57:59,351 --> 00:58:02,718
and at a certain point, she had said,
888
00:58:03,522 --> 00:58:08,016
"well, it's really... in games today,
aggression equals rewards.
889
00:58:08,485 --> 00:58:12,273
"And what you're talking about, lorne,
is really empathy can equal rewards."
890
00:58:12,489 --> 00:58:15,606
And I was like, "that's it!
That's the Mark.
891
00:58:15,701 --> 00:58:17,532
"And I think if we can do that,
892
00:58:17,744 --> 00:58:20,656
"then we can bring
a wider audience to gaming
893
00:58:20,747 --> 00:58:24,035
“and still have the challenging aspects
that make gaming great.
894
00:58:24,626 --> 00:58:27,868
"But we can bring a bit more
of the epic storytelling to it.
895
00:58:28,255 --> 00:58:30,621
"And a bit more
of Hollywood production design,
896
00:58:30,841 --> 00:58:32,331
"and Hollywood animation values."
897
00:58:32,426 --> 00:58:33,757
I'm telling a story.
898
00:58:34,261 --> 00:58:36,627
Oddworld's games
are going to be about a story,
899
00:58:36,722 --> 00:58:39,805
and the vehicle that we're going fo use
to tell that story
900
00:58:40,058 --> 00:58:41,468
is going to be a video game.
901
00:58:41,560 --> 00:58:44,973
And in those days, the only way to do it
was with the cut scenes.
902
00:58:45,188 --> 00:58:48,305
So, to tell the story,
which is all I care about...
903
00:58:48,442 --> 00:58:49,477
Touching people.
904
00:58:49,568 --> 00:58:53,561
You can't do it in a side-scroller
where they're bombing and killing and...
905
00:58:53,655 --> 00:58:55,611
No, it's about telling a story.
906
00:58:56,241 --> 00:58:58,357
So, those cinematics, those cut scenes,
907
00:58:58,618 --> 00:59:02,577
yeah, they had to be the same quality
as when I came from that industry.
908
00:59:17,179 --> 00:59:22,799
Well, I rescued mudokons,
but who's going to rescue me?
909
00:59:25,437 --> 00:59:29,396
Gameplay and cut scenes were separate.
910
00:59:29,483 --> 00:59:33,772
Cut scenes were like movie scenes
911
00:59:34,362 --> 00:59:37,354
with the characters and backgrounds
912
00:59:37,866 --> 00:59:40,733
being entirely rendered separately.
913
00:59:41,578 --> 00:59:45,742
I didn't want to do it like this.
914
00:59:46,291 --> 00:59:48,327
I wanted to make cut scenes
915
00:59:49,836 --> 00:59:51,952
that used the game models as they were
916
00:59:52,047 --> 00:59:54,038
to use those models and the camera
917
00:59:54,132 --> 00:59:56,669
to tell a story to the player.
918
00:59:57,094 --> 00:59:58,214
That is what I wanted to do.
919
00:59:58,512 --> 01:00:01,800
There was also the player being able
920
01:00:01,890 --> 01:00:03,926
to control the camera as they played.
921
01:00:04,017 --> 01:00:07,009
There could be rear or side view
922
01:00:07,104 --> 01:00:09,265
3 cameras above that the player
923
01:00:09,356 --> 01:00:12,223
could use to control the display
924
01:00:12,317 --> 01:00:15,059
and give them a sense of control.
925
01:00:15,153 --> 01:00:17,519
They could change things themselves
926
01:00:17,614 --> 01:00:19,775
which made for richer gameplay
927
01:00:19,866 --> 01:00:21,322
that was more fiim-like.
928
01:00:21,409 --> 01:00:23,525
These are two ideas
929
01:00:23,620 --> 01:00:25,611
that I had wanted to work on
930
01:00:25,705 --> 01:00:27,696
when we made metal gear solid.
931
01:00:27,791 --> 01:00:29,998
It could be said that these have
932
01:00:30,085 --> 01:00:31,700
turned into a sort of standard for us.
933
01:00:32,129 --> 01:00:36,668
Even though some film-like techniques
934
01:00:36,758 --> 01:00:39,090
or cuts had been used in games
up until then
935
01:00:40,262 --> 01:00:42,844
the lack of camera meant each frame
936
01:00:43,682 --> 01:00:46,799
had to be created individually.
937
01:00:47,561 --> 01:00:52,726
These images couldn't be manipulated.
938
01:00:53,984 --> 01:00:55,975
That's how it was then.
939
01:00:56,069 --> 01:00:57,900
Where 3D polygons are used
940
01:00:57,988 --> 01:01:00,070
the player can also move the camera.
941
01:01:01,032 --> 01:01:03,819
This was the first time that we were
942
01:01:05,036 --> 01:01:07,448
able to work with cameras like this
943
01:01:08,081 --> 01:01:09,867
rather than just set angles.
944
01:01:10,500 --> 01:01:12,411
This made me extremely happy
945
01:01:12,502 --> 01:01:14,493
as I love movies and knew
946
01:01:14,588 --> 01:01:16,920
about these techniques and ideas
947
01:01:19,593 --> 01:01:22,460
to accomplish
previously impossible things.
948
01:01:40,363 --> 01:01:43,230
Of course, in the beginning,
949
01:01:43,325 --> 01:01:47,113
most people were
used to playing 2d games.
950
01:01:47,871 --> 01:01:52,410
The tempo of these games
was very different.
951
01:01:52,500 --> 01:01:55,617
With the shift to 3D,
952
01:01:55,795 --> 01:02:01,916
what were 2d images,
now had depth.
953
01:02:02,052 --> 01:02:07,342
Consequently, the camera
became pivotal
954
01:02:07,432 --> 01:02:13,177
and it was down to the player
to Gauge distances.
955
01:02:14,231 --> 01:02:18,270
It was very difficult for a player
956
01:02:18,360 --> 01:02:22,353
to work out timings and when to brake
957
01:02:22,447 --> 01:02:24,438
until they got used to it.
958
01:02:24,532 --> 01:02:28,195
With earlier games,
959
01:02:28,286 --> 01:02:33,201
it was easy for players to follow the
extension of a straight line,
960
01:02:33,291 --> 01:02:37,910
so we made adjustments with
the 3D games to keep them interesting.
961
01:02:38,004 --> 01:02:39,995
For example, when taking a corner,
962
01:02:40,090 --> 01:02:43,253
centripetal force acting on the car
963
01:02:43,385 --> 01:02:46,001
pulls it out around the curve,
964
01:02:46,096 --> 01:02:49,509
so we wrote a program
to intentionally
965
01:02:49,599 --> 01:02:52,966
pull the car back in
and control its movements.
966
01:02:53,812 --> 01:02:57,930
This was pretty much everybody's
first experience with 3D,
967
01:02:58,024 --> 01:03:01,107
and so we were all trying to figure out
what the rule set is.
968
01:03:01,194 --> 01:03:03,025
How do you even make a game in 3D?
969
01:03:04,030 --> 01:03:06,021
And everybody had a different approach.
970
01:03:06,116 --> 01:03:09,449
With naughty dog and crash,
they had the approach that
971
01:03:09,536 --> 01:03:11,618
they would keep the camera on ralls,
972
01:03:11,871 --> 01:03:13,611
and they would calculate beforehand
973
01:03:13,707 --> 01:03:17,791
every polygon that needed to be displayed
for every point in the path.
974
01:03:18,336 --> 01:03:22,500
And as a result,
they could have really amazing graphics
975
01:03:22,590 --> 01:03:24,376
because there was no wastage.
976
01:03:25,051 --> 01:03:27,417
If that polygon was needed,
it was displayed.
977
01:03:27,512 --> 01:03:30,470
If it was hidden behind something else,
they could cut it out.
978
01:03:30,932 --> 01:03:32,368
To some extent, what they were doing was,
979
01:03:32,392 --> 01:03:37,512
they were leveraging the incredible size
of a cd-rom for this,
980
01:03:37,689 --> 01:03:41,682
because only a cd-rom could hold
that much data.
981
01:03:51,369 --> 01:03:54,577
When it came to deciding
what kind of game
982
01:03:54,664 --> 01:03:57,497
we ultimately wanted to make
final fantasy vi into,
983
01:03:58,209 --> 01:04:00,666
we felt that it needed a large volume
984
01:04:01,838 --> 01:04:04,955
of high-end movie cut scenes.
985
01:04:06,468 --> 01:04:13,431
Not the real-time 3D graphics in the game,
but pre-rendered movies,
986
01:04:16,144 --> 01:04:18,886
and cd-rom media
987
01:04:18,980 --> 01:04:20,186
would be needed for that.
988
01:04:20,273 --> 01:04:24,016
We had decided what we most wanted to do
with the game,
989
01:04:24,110 --> 01:04:28,900
and concluded that
990
01:04:30,742 --> 01:04:34,451
we would need to use cd rom
to make that a reality.
991
01:04:35,246 --> 01:04:41,412
Our tests and discussions
led to that result.
992
01:04:42,879 --> 01:04:46,747
And that resulted in final fantasy vi
993
01:04:46,883 --> 01:04:50,125
coming out on the PlayStation.
994
01:05:17,956 --> 01:05:23,576
Well, for us, cd did provide a lot of
storage opportunities for developers.
995
01:05:23,837 --> 01:05:25,293
Yeah, more than 650 megabytes,
996
01:05:25,380 --> 01:05:27,792
which, compared to a cartridge
at the time, is immense,
997
01:05:27,882 --> 01:05:32,171
and, in fact, even compared to
the hard disk on a PC, it was pretty vast.
998
01:05:32,679 --> 01:05:36,797
Three, two, one.
999
01:05:37,892 --> 01:05:39,007
Go!
1000
01:05:57,495 --> 01:06:01,079
The main thing, obviously, was the cd
audio that you could play as well.
1001
01:06:01,207 --> 01:06:03,561
If you look at the games,
especially like wipeout and so on,
1002
01:06:03,585 --> 01:06:05,746
they're known
because of their audio soundtrack.
1003
01:06:05,837 --> 01:06:09,671
Until cds came along, most music
had been quite chip music-y,
1004
01:06:09,757 --> 01:06:11,998
and quite plinky-plonky kind of sounds,
1005
01:06:12,177 --> 01:06:15,294
and having a cd-rom and wipeout
1006
01:06:15,555 --> 01:06:18,547
being able to play back
a proper full soundtrack,
1007
01:06:18,641 --> 01:06:22,975
you know, that you might have in your car
or on your headphones or whatever,
1008
01:06:23,813 --> 01:06:24,928
was something new.
1009
01:06:35,909 --> 01:06:40,699
For twisted metal, the speed soundtrack
was just...
1010
01:06:40,955 --> 01:06:43,726
Speed was this movie that was out
at the time, which was a wonderful movie,
1011
01:06:43,750 --> 01:06:46,366
and a great action soundtrack
that still holds up.
1012
01:06:46,753 --> 01:06:49,165
And it just blew my mind
that I could send that soundtrack
1013
01:06:49,255 --> 01:06:50,858
to the composer for twisted metal and say,
1014
01:06:50,882 --> 01:06:55,421
"hey, can we have a climax level song
that kind of evokes this?"
1015
01:06:55,803 --> 01:06:57,964
And suddenly,
not only do we get something back
1016
01:06:58,056 --> 01:07:00,968
that feels inspired by speed,
1017
01:07:01,309 --> 01:07:04,176
but it's pure symphonic quality sound
1018
01:07:04,312 --> 01:07:06,769
because it's streaming
directly off the cd.
1019
01:07:25,291 --> 01:07:27,031
For the PlayStation, I think it was
1020
01:07:28,378 --> 01:07:32,246
exciting initially,
just to realise you had 24 audio channels.
1021
01:07:32,674 --> 01:07:36,258
So, they would be used
for sound effects mainly.
1022
01:07:36,344 --> 01:07:38,130
So you could play 24 sounds at once.
1023
01:07:38,221 --> 01:07:41,384
And it had built in reverb
and delay processing as well
1024
01:07:41,474 --> 01:07:43,385
that you could apply
to any of those voices.
1025
01:07:43,685 --> 01:07:46,038
So, that was great for things like,
if you were doing a basketball game,
1026
01:07:46,062 --> 01:07:47,927
it actually sounded like you were
in an arena,
1027
01:07:48,022 --> 01:07:50,479
rather than just silent background noise,
1028
01:07:50,567 --> 01:07:53,127
and that's what I think it really added,
more depth to the sound.
1029
01:07:57,657 --> 01:07:58,692
Here we go.
1030
01:08:01,244 --> 01:08:08,161
The PlayStation was the first console
1031
01:08:08,543 --> 01:08:15,460
that could use pulse-code modulation.
1032
01:08:15,842 --> 01:08:22,304
That's where sound is
recorded and a sample loop created
1033
01:08:24,350 --> 01:08:30,971
with that loop being played afterwards
as the sound.
1034
01:08:31,733 --> 01:08:37,854
To record the car sounds in
gran turismo, we'd rent each one
1035
01:08:39,073 --> 01:08:46,036
and then record the engine in phrases,
starting with the idling sounds.
1036
01:08:48,666 --> 01:08:54,002
We took these recordings
and made sample loops for each engine
1037
01:08:55,548 --> 01:09:01,418
making a tone quality
specific to each engine.
1038
01:09:02,639 --> 01:09:08,680
I remember now that when we played back
1039
01:09:08,770 --> 01:09:14,982
the cars sounds we had recorded...
1040
01:09:15,068 --> 01:09:21,815
We started noticing things.
1041
01:09:21,908 --> 01:09:24,588
Like how the pitches would drop
in pitch the farther away they were.
1042
01:09:24,619 --> 01:09:29,204
Or rise in pitch
the closer they were... the blur effect.
1043
01:09:29,957 --> 01:09:35,327
Gran turismo was probably the first game
to put these in a game, certainly.
1044
01:09:47,475 --> 01:09:50,592
You could have something
that sounded professional very quickly.
1045
01:09:50,687 --> 01:09:53,975
If you had some piece of music
that really fitted the game,
1046
01:09:54,190 --> 01:09:57,148
you were not restricted to any limits
1047
01:09:57,235 --> 01:10:00,068
regarding fitting it into ram
or anything like that.
1048
01:10:00,154 --> 01:10:03,646
Or constraints for memory or cpu.
You'd just say, "play this track."
1049
01:10:04,033 --> 01:10:05,398
So, you'd have something...
1050
01:10:05,493 --> 01:10:08,326
You know, a full orchestral piece,
if you wanted, in your game,
1051
01:10:08,496 --> 01:10:11,909
and you'd still have these other
24 channels of sound effects on top of it.
1052
01:10:22,135 --> 01:10:24,877
So that was really why that big leap
1053
01:10:25,471 --> 01:10:27,382
between things like the mega drive
and the snes,
1054
01:10:27,515 --> 01:10:29,301
is that you suddenly had things that
1055
01:10:29,392 --> 01:10:32,304
sounded as good as
if you were just watching things on TV.
1056
01:10:32,395 --> 01:10:34,807
In the snes era, the game screens were 2d,
1057
01:10:36,107 --> 01:10:40,396
and there were no voices of course,
1058
01:10:40,611 --> 01:10:42,977
and no cinematic movie scenes.
1059
01:10:43,448 --> 01:10:48,442
So you had to have music
with strong melodies.
1060
01:10:49,245 --> 01:10:51,952
Tunes that would still stand up,
1061
01:10:52,415 --> 01:10:55,373
even if you listened to them repeated
over and over.
1062
01:11:00,214 --> 01:11:03,798
I think our music composer,
1063
01:11:03,885 --> 01:11:06,646
mr uematsu was also suitably aware
of this when he composed the score.
1064
01:11:07,513 --> 01:11:10,676
Mr uematsu said this at the time.
1065
01:11:12,101 --> 01:11:15,559
When the cg animation became more 3D
with the PlayStation,
1066
01:11:16,105 --> 01:11:21,099
and the cinematic movie scenes
became more dramatic,
1067
01:11:21,360 --> 01:11:25,945
the visuals had a much greater impact.
1068
01:11:26,657 --> 01:11:31,026
And paradoxically,
if you used the same melodies,
1069
01:11:31,996 --> 01:11:35,534
the same logic for making music
as in the snes era,
1070
01:11:36,083 --> 01:11:41,919
then the music and the visuals would jar,
and clash with each other terribly.
1071
01:11:42,590 --> 01:11:46,174
This would stop the scene from coming
together and lose its effectiveness.
1072
01:11:46,844 --> 01:11:49,711
So when we showed strong visuals,
we would make the music more reserved,
1073
01:11:50,264 --> 01:11:51,784
or for moments where
the characters' emotions were high,
1074
01:11:51,808 --> 01:11:53,093
we would ramp up the music.
1075
01:11:53,184 --> 01:11:54,369
I remember feeling how
that balancing between
1076
01:11:54,393 --> 01:11:56,113
soft and hard had changed
from the snes era.
1077
01:11:56,229 --> 01:11:59,392
So in the field of music too,
1078
01:11:59,482 --> 01:12:02,724
the way games used music
had become closer to film or video,
1079
01:12:04,237 --> 01:12:10,198
the way background music is added
in films.
1080
01:12:11,953 --> 01:12:18,700
I think the way games were made probably
changed to have an awareness of that.
1081
01:12:29,303 --> 01:12:32,340
It was clear that the potential was there,
which was fabulous.
1082
01:12:32,431 --> 01:12:37,425
So, obviously, the big question was,
"how much will the PlayStation cost
1083
01:12:38,396 --> 01:12:40,682
"and will Sony be able to market it,
1084
01:12:40,815 --> 01:12:45,900
"and get a foothold in a market
that's dominated by Nintendo and sega?"
1085
01:12:46,028 --> 01:12:48,269
That was certainly a lot of the sentiment,
1086
01:12:48,823 --> 01:12:51,906
that, "Sony, really?"
1087
01:12:52,118 --> 01:12:55,235
But I think there were also
some people internally that thought,
1088
01:12:55,329 --> 01:12:59,572
"well, okay, maybe they can't, but they
are a consumer electronics company.
1089
01:13:00,001 --> 01:13:03,038
"Maybe they have the insight
that we don't know."
1090
01:13:04,130 --> 01:13:08,214
But over time, we heard
they were making deals with namco,
1091
01:13:08,301 --> 01:13:11,134
with some of these other really good
ip companies.
1092
01:13:11,554 --> 01:13:15,138
We started learning a little bit
about the toolsets that they're using
1093
01:13:15,224 --> 01:13:17,180
and how people are developing for it.
1094
01:13:17,560 --> 01:13:19,801
And that's when
you started to really worry.
1095
01:13:19,896 --> 01:13:22,387
When Sony introduced the PlayStation,
1096
01:13:22,481 --> 01:13:25,564
there was a graveyard
of consumer electronics companies
1097
01:13:25,651 --> 01:13:28,893
who had tried to enter
the multimedia business
1098
01:13:29,280 --> 01:13:31,066
or the interactive entertainment business.
1099
01:13:31,449 --> 01:13:35,533
And so, a lot of those companies
had got some nice technologies,
1100
01:13:35,620 --> 01:13:37,576
but not the best technologies.
1101
01:13:37,830 --> 01:13:39,286
But very few got
1102
01:13:39,373 --> 01:13:43,742
the combination of technology,
business model and creativity right.
1103
01:13:43,836 --> 01:13:46,373
Everybody learns
from everybody else's failures.
1104
01:13:46,589 --> 01:13:51,925
So, I was very worried about Sony
bringing out a game system,
1105
01:13:52,011 --> 01:13:53,811
and I thought there was
a very good likelihood
1106
01:13:53,846 --> 01:13:55,382
that they were going to be successful.
1107
01:13:55,765 --> 01:14:00,509
Obviously, sega was a significant
competitor and competitive threat
1108
01:14:00,645 --> 01:14:02,181
to PlayStation.
1109
01:14:02,271 --> 01:14:04,728
Introducing sega saturn.
1110
01:14:05,608 --> 01:14:06,643
Hit it.
1111
01:14:07,777 --> 01:14:10,769
Sega's next generation gaming platform.
1112
01:14:10,947 --> 01:14:13,563
There initially was
a lot of excitement around it,
1113
01:14:13,658 --> 01:14:16,240
and we were running systems
in there,
1114
01:14:16,452 --> 01:14:21,116
and we were able to see these incredible,
almost call them prototypes,
1115
01:14:21,207 --> 01:14:22,993
being run on this system.
1116
01:14:23,292 --> 01:14:26,625
And we thought, "you know, if we do that,
1117
01:14:26,837 --> 01:14:30,625
"we will absolutely corner the market
on this.
1118
01:14:30,716 --> 01:14:33,002
"We will be the console system."
1119
01:14:33,094 --> 01:14:35,050
And sega clearly had an advantage
1120
01:14:35,137 --> 01:14:38,675
in their rich heritage and history
of arcade games.
1121
01:14:39,141 --> 01:14:42,725
And so, they could port virtua fighter
from the arcade
1122
01:14:42,812 --> 01:14:44,348
straight onto the sega saturn,
1123
01:14:44,438 --> 01:14:48,101
and that would be a great title
for them to introduce the platform with.
1124
01:14:48,234 --> 01:14:52,273
But then we saw tekken,
and then we thought, "oh, no."
1125
01:14:52,947 --> 01:14:56,485
Because, you know, again,
being a consumer-facing company,
1126
01:14:56,867 --> 01:14:58,357
what are the consumers going to see?
1127
01:14:58,452 --> 01:15:02,912
They don't care that virtua fighter
is a full 3D arcade port.
1128
01:15:02,999 --> 01:15:04,955
What they do is,
they look at tekken and they go,
1129
01:15:06,335 --> 01:15:08,951
"look at how that looks.
It looks so realistic.”
1130
01:15:09,046 --> 01:15:13,085
You know, “I can see the face,
and it looks like a real person.”
1131
01:15:13,175 --> 01:15:18,670
Of namco's polygon games at that time,
1132
01:15:18,764 --> 01:15:25,306
our game became the model
for many other companies.
1133
01:15:25,396 --> 01:15:29,105
I've heard that said often.
1134
01:15:29,233 --> 01:15:36,196
I don't think this was because
the design was interesting.
1135
01:15:37,992 --> 01:15:43,362
Rather, it was the paradigm shift
in polygon technology,
1136
01:15:43,497 --> 01:15:46,739
from a 2d to a 3D world.
1137
01:15:46,917 --> 01:15:51,786
It was this intense evolution
of polygon technology
1138
01:15:51,881 --> 01:15:54,372
which brought about our success.
1139
01:16:03,726 --> 01:16:08,265
So, we thought, "no, we need to
look at product a little deeper.”
1140
01:16:08,481 --> 01:16:13,771
Also, I would say the biggest thing for us
and the most disappointing thing for us
1141
01:16:14,904 --> 01:16:18,647
was when sega took that first step forward
1142
01:16:18,741 --> 01:16:22,984
and announced a really high price-point
for the sega saturn.
1143
01:16:23,079 --> 01:16:25,445
And that kind of punched us in the gut
a little bit,
1144
01:16:25,539 --> 01:16:28,372
and we thought, "no,
they might be able to beat this price."
1145
01:16:28,459 --> 01:16:30,062
I'm going to talk to my parents
about this one.
1146
01:16:30,086 --> 01:16:31,872
I like this one, a lot.
1147
01:16:32,213 --> 01:16:34,169
You better tell them it's $399.
1148
01:16:35,466 --> 01:16:37,047
I'll tell them. I'll try.
1149
01:16:38,094 --> 01:16:44,306
In Japan, nakayama-San and others
felt that we had to really get saturn out
1150
01:16:44,391 --> 01:16:47,804
well before the Sony machine was launched.
1151
01:16:47,895 --> 01:16:50,477
And so, that was why they pushed very hard
1152
01:16:50,564 --> 01:16:53,601
fo introduce it earlier than
it was ready to be introduced,
1153
01:16:53,901 --> 01:16:56,313
before we had enough hardware manufactured
1154
01:16:56,403 --> 01:16:59,440
and before we had enough software
ready to play on it.
1155
01:17:02,952 --> 01:17:04,658
"So we better hurry things along."
1156
01:17:06,163 --> 01:17:08,620
Now you may return to the world
as you know it.
1157
01:17:11,585 --> 01:17:14,668
And remember, look for sega saturn.
1158
01:17:17,758 --> 01:17:19,419
It's out there.
1159
01:17:27,810 --> 01:17:30,222
So, the run-up
to the launch of PlayStation in Japan
1160
01:17:30,312 --> 01:17:32,428
was a fantastically exciting time,
1161
01:17:32,523 --> 01:17:36,983
because you had this new business,
this new platform,
1162
01:17:37,069 --> 01:17:40,857
and all of the promise and excitement
around that.
1163
01:17:41,240 --> 01:17:46,610
But still a certain amount of disbelief
or lack of credibility in the marketplace.
1164
01:17:46,996 --> 01:17:51,615
Shortly before the introduction
of PlayStation in Japan in 1994,
1165
01:17:51,709 --> 01:17:57,329
fo give confidence to the publishing
and developer community in Japan,
1166
01:17:57,423 --> 01:17:59,004
we announced that we would be
1167
01:17:59,091 --> 01:18:01,924
the sole distributor and publisher
of everybody's software,
1168
01:18:02,011 --> 01:18:08,177
so that they had a way of getting to
retail shops and getting into the market.
1169
01:18:08,267 --> 01:18:12,886
With cd-roms you can manufacture
1170
01:18:13,022 --> 01:18:15,263
a certain number in a week
1171
01:18:15,941 --> 01:18:19,433
so in order to ship large quantities
1172
01:18:19,737 --> 01:18:22,979
you needed to begin the process
ahead of time
1173
01:18:23,115 --> 01:18:25,572
and build up your stored copies.
1174
01:18:26,327 --> 01:18:27,988
Game companies want to spend
1175
01:18:28,078 --> 01:18:30,820
as much time as they can on development
1176
01:18:30,915 --> 01:18:34,453
so they like to wait until the final week
1177
01:18:35,085 --> 01:18:36,916
before beginning production.
1178
01:18:37,004 --> 01:18:40,838
There could also be bugs in the game
1179
01:18:41,258 --> 01:18:45,171
so both Sony and the publishing company
1180
01:18:45,930 --> 01:18:47,295
need to test for that.
1181
01:18:47,848 --> 01:18:49,839
Sony has several dozen people to do this.
1182
01:18:50,392 --> 01:18:54,351
But this was Sony's first game console
1183
01:18:54,438 --> 01:18:58,226
so they had no idea
how to test for these things.
1184
01:18:58,984 --> 01:19:00,520
We created the system for this
1185
01:19:00,611 --> 01:19:02,943
hired the personnel
1186
01:19:03,030 --> 01:19:04,861
and carried it out
1187
01:19:04,949 --> 01:19:08,988
all in the final three months
before release.
1188
01:19:09,078 --> 01:19:11,285
There were a lot of things
that we had to do
1189
01:19:11,872 --> 01:19:13,737
during those final three months
1190
01:19:14,041 --> 01:19:16,248
that were new for us at Sony.
1191
01:19:16,335 --> 01:19:20,578
And we had a program
to get to 100,000 units, day one.
1192
01:19:20,839 --> 01:19:24,047
That was a milestone
that we wanted to get to in Japan,
1193
01:19:24,176 --> 01:19:26,588
so that that would be a real big number
1194
01:19:26,679 --> 01:19:28,920
that we could talk about
in the games press
1195
01:19:29,014 --> 01:19:32,302
and talk about in the business press
to show that we were serious.
1196
01:19:32,851 --> 01:19:38,016
And to make 100,000 units of a PlayStation
was no small undertaking.
1197
01:19:38,107 --> 01:19:40,018
The maximum number of units
1198
01:19:40,276 --> 01:19:42,312
for a Sony product
1199
01:19:42,987 --> 01:19:45,353
such as the walkman
1200
01:19:46,198 --> 01:19:48,109
on the day of release
1201
01:19:49,952 --> 01:19:51,567
was 5,000 or 6,000 units.
1202
01:19:52,288 --> 01:19:56,076
If you wanted to put out 20,000 units
1203
01:19:56,208 --> 01:19:58,244
you would be told that it was too many.
1204
01:19:58,335 --> 01:20:00,917
The idea was to begin production slowly.
1205
01:20:01,755 --> 01:20:07,466
Sony couldn't move slowly
with a game console.
1206
01:20:08,304 --> 01:20:12,343
Companies were getting ready
to release games.
1207
01:20:13,726 --> 01:20:16,968
Hardware has no value without its software
1208
01:20:17,730 --> 01:20:20,221
so if a company is aiming to publish
1209
01:20:20,316 --> 01:20:22,307
100,000 copies of a title
1210
01:20:22,401 --> 01:20:24,232
then at a minimum
1211
01:20:24,486 --> 01:20:27,068
you need 100,000 consoles ready.
1212
01:20:29,491 --> 01:20:32,278
Given this,
we needed to produce the PlayStation
1213
01:20:32,411 --> 01:20:36,654
in mass quantity,
right from the beginning.
1214
01:20:37,291 --> 01:20:40,249
This was completely different
1215
01:20:40,336 --> 01:20:44,170
than Sony's usual approach at the time.
1216
01:20:45,174 --> 01:20:48,792
Also, we needed to have the consoles
1217
01:20:50,095 --> 01:20:53,713
delivered to stores all on the same day
1218
01:20:54,391 --> 01:20:57,053
in order to stimulate game sales.
1219
01:20:57,644 --> 01:21:03,560
So, it was just this great symbiosis
of clever people doing great things.
1220
01:21:03,984 --> 01:21:06,145
There were no boundaries and there was no,
1221
01:21:06,236 --> 01:21:07,796
"well, you're doing the Japanese launch
1222
01:21:07,863 --> 01:21:10,275
"and we're doing this,
and you make the games."
1223
01:21:10,366 --> 01:21:17,329
It was just this big, flat, enthusiastic,
you know, committed team of people.
1224
01:21:17,748 --> 01:21:21,206
We had, I think, six or seven
games available, day one.
1225
01:21:21,293 --> 01:21:23,909
Everyone remembers Ridge racer,
and rightly so,
1226
01:21:24,004 --> 01:21:27,667
as being the game
that was probably the most exciting.
1227
01:21:27,800 --> 01:21:33,261
But then there was a whole host
of local Japanese content that came out
1228
01:21:33,597 --> 01:21:36,760
that really made
the PlayStation successful in Japan.
1229
01:21:36,850 --> 01:21:41,810
At one point, we had over 2,000
registered developers in Japan alone,
1230
01:21:42,356 --> 01:21:45,940
which shows you just the breadth and depth
of creator talent that we had.
1231
01:21:46,235 --> 01:21:50,444
The PlayStation was obviously
a much more powerful machine
1232
01:21:50,531 --> 01:21:55,195
and, you know, totally devoted to,
"okay, let's build a machine
1233
01:21:55,661 --> 01:21:58,027
"where the focus is that
this will play games.
1234
01:21:58,122 --> 01:22:00,534
"This is built entirely around
playing games."
1235
01:22:00,624 --> 01:22:04,913
There was no kind of pretence for,
"this is a computer."
1236
01:22:05,045 --> 01:22:09,209
This is a games machine.
This is an arcade in your home.
1237
01:22:09,299 --> 01:22:11,210
That's the beginning and the end of it.
1238
01:22:16,306 --> 01:22:18,638
All games gather here.
1239
01:22:26,275 --> 01:22:27,310
We had a hit.
1240
01:22:27,693 --> 01:22:31,231
We knew we were off and running
to a very, very strong start.
1241
01:22:31,321 --> 01:22:35,030
Lots of playstations
were exported from Japan
1242
01:22:35,117 --> 01:22:37,699
and brought home
to the us and the uk and Europe
1243
01:22:37,786 --> 01:22:39,306
by a lot of the development community.
1244
01:22:39,371 --> 01:22:44,206
I would imagine at least 10,000
of those 100,000 ended up going abroad.
1245
01:22:44,293 --> 01:22:48,662
You could buy a Japanese PlayStation
at the computer exchange
1246
01:22:49,131 --> 01:22:50,541
on rathbone place.
1247
01:22:50,716 --> 01:22:53,173
And they had a sign on the window,
"the mutt's nuts."
1248
01:22:55,179 --> 01:22:57,340
And the word was out.
1249
01:22:57,514 --> 01:23:01,507
And that actually made our job
in the us, in Europe, much, much easier,
1250
01:23:01,602 --> 01:23:03,809
because people could see the machine,
1251
01:23:03,896 --> 01:23:06,854
they could see the excitement
that was coming out of Japan,
1252
01:23:06,982 --> 01:23:08,392
they could play the games,
1253
01:23:08,484 --> 01:23:11,396
and they could see the quality
of what was possible.
1254
01:23:11,987 --> 01:23:14,799
The hype machine had already started
so people were champing at the bit for it,
1255
01:23:14,823 --> 01:23:19,442
and I think what they did with the price
was the final nail in sega's coffin,
1256
01:23:19,536 --> 01:23:21,777
because they undercut them
to such an extent.
1257
01:23:30,047 --> 01:23:34,165
It was the first e3,
and e3 was held in Los Angeles.
1258
01:23:34,259 --> 01:23:39,049
We had a very big booth. We knew Nintendo
would have a big booth, and sega.
1259
01:23:39,640 --> 01:23:44,475
Sony computer entertainment was headed up
by a fellow named Terry tokunaka.
1260
01:23:45,103 --> 01:23:46,639
A very wise owl.
1261
01:23:46,730 --> 01:23:51,815
Typically a dignified Japanese who would
not say a word for, like, three hours,
1262
01:23:51,944 --> 01:23:55,528
and then say one or two words and that was
the end of the meeting, you know?
1263
01:23:55,739 --> 01:23:56,739
But he was smart.
1264
01:23:56,823 --> 01:23:58,609
We had a lot of competing tensions.
1265
01:23:58,867 --> 01:24:01,825
The guys who were making the hardware
want it at margin,
1266
01:24:02,412 --> 01:24:05,575
the guys who were marketing it
want the lowest price possible.
1267
01:24:05,666 --> 01:24:07,748
You've got to look at
what the competition are doing.
1268
01:24:07,834 --> 01:24:12,328
And he was thinking about his cost in yen
and what the prices could be,
1269
01:24:12,422 --> 01:24:17,212
and the price debates were 350, 399
1270
01:24:18,011 --> 01:24:19,217
and 299.
1271
01:24:19,471 --> 01:24:22,178
And they said, "no, we can't do it."
1272
01:24:24,685 --> 01:24:26,641
So, the senior management from Japan left,
1273
01:24:26,728 --> 01:24:30,641
and then olaf olafsson stayed behind
with Steve race.
1274
01:24:30,941 --> 01:24:32,772
Steve race said, "we've got to do 299.
1275
01:24:32,859 --> 01:24:35,020
"299 is the only thing that matters.
1276
01:24:35,112 --> 01:24:37,774
"It's the only thing that matters
in the whole wide world.
1277
01:24:38,824 --> 01:24:42,237
"And if you don't want to be embarrassed,
you've got to be at 299."
1278
01:24:42,327 --> 01:24:45,444
So, olaf said, "let me think about it."
1279
01:24:52,129 --> 01:24:53,790
As far as pricing is concerned,
1280
01:24:54,298 --> 01:24:57,790
the only thing we knew at the time
is what the bill of materials was.
1281
01:24:58,343 --> 01:25:01,176
So, then you have to step away from that
1282
01:25:01,263 --> 01:25:04,346
and say,
"well, what will the market stand?"
1283
01:25:04,600 --> 01:25:07,012
You know, "what's
the right price point for this thing?"
1284
01:25:07,102 --> 01:25:11,471
And I think, probably the guy
who was most influential in that was olaf,
1285
01:25:12,024 --> 01:25:15,141
because people like Ken and Terry tokunaka
1286
01:25:16,236 --> 01:25:19,069
just wanted desperately
for this thing to be a success.
1287
01:25:19,323 --> 01:25:21,203
They know they've got
a great piece of hardware.
1288
01:25:21,241 --> 01:25:24,779
They know they've got
a great software catalogue.
1289
01:25:26,663 --> 01:25:29,905
The only thing that can go wrong now
is they miss their market somehow.
1290
01:25:30,709 --> 01:25:32,745
And then, we all went our way
1291
01:25:32,836 --> 01:25:39,708
and showed up the next morning
for the big press event at the e3 centre.
1292
01:25:42,179 --> 01:25:46,013
And they had a speech from Nintendo
and they had a talk from sega,
1293
01:25:46,099 --> 01:25:47,839
and there might've been something else.
1294
01:25:47,934 --> 01:25:51,768
It finally came up. "And now, Sony.
So, well, show us your stuff, Sony."
1295
01:25:51,980 --> 01:25:54,938
And they had all had,
like, 30 minute talks.
1296
01:25:56,193 --> 01:25:59,936
Steve race gets up,
walks up to the podium and says, "299."
1297
01:26:00,113 --> 01:26:01,148
Walks off.
1298
01:26:01,531 --> 01:26:02,771
The place erupts.
1299
01:26:03,158 --> 01:26:06,776
I'm going to ask Sony computer
entertainment president of America,
1300
01:26:07,204 --> 01:26:12,073
Steve race,
to join me for a brief presentation.
1301
01:26:24,096 --> 01:26:25,336
299
1302
01:26:30,686 --> 01:26:34,679
It was the thing that was needed,
especially for the us market,
1303
01:26:34,773 --> 01:26:39,858
where the competition was even stronger
than I was worried about in Europe.
1304
01:26:40,070 --> 01:26:42,026
I mean, you had these two monoliths,
1305
01:26:42,864 --> 01:26:48,700
and every third attempt into the market
had been squashed very easily.
1306
01:26:48,912 --> 01:26:51,574
I think that decision
was probably the right decision.
1307
01:26:52,374 --> 01:26:55,116
Probably a bit scary
when you look at the p&I,
1308
01:26:55,502 --> 01:26:58,369
but it was the right decision.
1309
01:26:58,672 --> 01:27:01,709
It set our intent as a platform
1310
01:27:01,883 --> 01:27:05,000
and it completely destroyed
the competition.
1311
01:27:05,429 --> 01:27:08,216
My reaction was, "shit, we're in trouble."
1312
01:27:08,306 --> 01:27:12,925
That this is a bad thing for sega
and a very good thing for Sony.
1313
01:27:17,441 --> 01:27:20,683
We started to see the response
from retailers
1314
01:27:20,777 --> 01:27:22,267
in the United States, in Europe,
1315
01:27:22,362 --> 01:27:26,321
and starting to forecast
what our launch was going to be.
1316
01:27:26,491 --> 01:27:30,450
And we started to see the volume
that was starting to be forecast.
1317
01:27:30,954 --> 01:27:33,741
The games are ready. Are you?
1318
01:27:35,625 --> 01:27:38,742
And I knew that
we were doing something special.
1319
01:27:38,837 --> 01:27:40,748
I knew that what we were doing
1320
01:27:40,839 --> 01:27:43,797
was not only reaching
the creators and the developers,
1321
01:27:43,925 --> 01:27:47,167
but this was starting to permeate into
the mass market.
1322
01:27:47,262 --> 01:27:50,675
But we knew that it was risky days,
you know.
1323
01:27:50,766 --> 01:27:53,348
We knew that we had games
to get us out the door,
1324
01:27:53,435 --> 01:27:54,971
keep us going for a few months,
1325
01:27:55,187 --> 01:27:57,098
but the library had to be built.
1326
01:27:57,647 --> 01:28:01,265
And therefore,
it probably wasn't for a year or so in
1327
01:28:01,401 --> 01:28:05,519
until we could look back and see that,
actually, yes, we were getting traction.
1328
01:28:05,864 --> 01:28:08,526
We could see the pipeline of games
was filling up,
1329
01:28:08,742 --> 01:28:11,449
and we could see developers
really coming on board then.
1330
01:28:11,870 --> 01:28:15,454
That gave me some confidence
that I had made a good career choice.
1331
01:28:15,791 --> 01:28:19,375
It was a wonderful thing
for the games business,
1332
01:28:19,795 --> 01:28:21,501
because it was a real shot in the arm.
1333
01:28:21,588 --> 01:28:26,548
It unlocked everybody again.
It hit reset on all of the sequels,
1334
01:28:26,635 --> 01:28:31,880
and people just trying to
keep washing the dishes at that point.
1335
01:28:32,015 --> 01:28:35,257
We all get to hit reset and start again,
and here's new hardware.
1336
01:28:35,352 --> 01:28:38,344
And anyone that wanted to
compete against Sony
1337
01:28:38,438 --> 01:28:41,646
had to show up
with pretty impressive hardware.
1338
01:28:41,733 --> 01:28:45,396
So it kind of...
It moved the industry along.
1339
01:28:45,487 --> 01:28:48,399
I like those kind of disruptions.
I think it's very helpful.
1340
01:28:48,490 --> 01:28:53,029
Very quickly,
we had a really rich variety of games.
1341
01:28:54,204 --> 01:28:57,196
People were taking
the 3D abilities of the machine
1342
01:28:57,582 --> 01:28:59,789
and sending it off
in lots of different directions,
1343
01:28:59,876 --> 01:29:03,619
from an NBA basketball game
through to jumping flash!
1344
01:29:03,713 --> 01:29:06,204
The Japanese platform game,
which was just gorgeous.
1345
01:29:07,425 --> 01:29:08,425
Ready to go?
1346
01:29:11,721 --> 01:29:15,839
Sony would get in
every game ever published for PlayStation.
1347
01:29:16,226 --> 01:29:19,639
And so, we would have this cabinet
of just everything.
1348
01:29:19,729 --> 01:29:21,765
And it was just, you know...
1349
01:29:22,274 --> 01:29:23,684
The games you would expect...
1350
01:29:24,109 --> 01:29:26,065
You know, the Madden,
the gamedays, whatever.
1351
01:29:26,778 --> 01:29:28,860
And then,
it was obscure shit from Japan
1352
01:29:28,989 --> 01:29:30,604
that you're like, "what is this?" Right?
1353
01:29:30,740 --> 01:29:32,196
And the two things I remember
1354
01:29:32,450 --> 01:29:36,614
was this game called something like
super big brother,
1355
01:29:36,705 --> 01:29:38,036
is what it was translated.
1356
01:29:38,248 --> 01:29:40,159
And it was a side-scrolling game
1357
01:29:40,250 --> 01:29:43,617
with digitised characters
like mortal kombat arcade,
1358
01:29:43,879 --> 01:29:47,042
but they were these buff,
almost naked dudes,
1359
01:29:47,424 --> 01:29:50,837
shooting shit out of their, like, penises.
1360
01:29:58,560 --> 01:30:01,176
Three, two, one, go!
1361
01:30:08,069 --> 01:30:10,025
We laughed and laughed about this game.
1362
01:30:10,113 --> 01:30:12,479
And then there was a wonderful game
that was called...
1363
01:30:12,574 --> 01:30:15,486
I think it was called incredible crisis.
1364
01:30:15,702 --> 01:30:17,784
And it was just a collection
of mini-games,
1365
01:30:17,913 --> 01:30:19,369
but the way they had done it
1366
01:30:19,581 --> 01:30:22,288
was it was tied together in the story
1367
01:30:22,584 --> 01:30:25,542
of this Japanese salaryman
and him dealing with his family,
1368
01:30:25,629 --> 01:30:28,837
and dealing with his... I think, like,
his teenage daughter and his wife.
1369
01:30:28,924 --> 01:30:33,338
And it was the first time I had played
a game where it was fully interactive,
1370
01:30:33,428 --> 01:30:35,965
so it wasn't just like cut scenes,
but it was...
1371
01:30:36,222 --> 01:30:37,257
It was really cool.
1372
01:30:37,349 --> 01:30:40,512
They told this very mundane story...
1373
01:30:40,602 --> 01:30:43,435
Not totally mundane.
There was crazy shit happening.
1374
01:30:43,647 --> 01:30:46,889
But, you know, for video games
it was a very simple story
1375
01:30:46,983 --> 01:30:49,599
about just this guy,
this mild-mannered guy,
1376
01:30:49,778 --> 01:30:52,190
with these crazy mini-games.
1377
01:31:10,340 --> 01:31:13,582
We never got things like that in America.
It was just too weird.
1378
01:31:13,677 --> 01:31:16,259
But I loved seeing a lot of those...
1379
01:31:16,346 --> 01:31:18,302
For us, obscure Japanese games
1380
01:31:18,390 --> 01:31:20,070
when they would come into
the Sony offices.
1381
01:31:20,433 --> 01:31:23,925
Battle arena toshinden
was the first 3D fighting game
1382
01:31:24,062 --> 01:31:25,472
that we had on the console.
1383
01:31:33,613 --> 01:31:36,901
Tekken, which came along, which is
still amazing, still felt very 2d.
1384
01:31:36,992 --> 01:31:41,076
It's still very much that mortal kombat,
street fighter kind of...
1385
01:31:41,162 --> 01:31:43,322
Even though there's
some fantastic finishing sequences,
1386
01:31:43,415 --> 01:31:48,034
where law would run up the body and then
come down and there was 3D within that.
1387
01:31:48,128 --> 01:31:51,211
It was battle arena toshinden
that truly showed off the early 3D
1388
01:31:51,631 --> 01:31:53,292
gaming potential.
1389
01:31:53,591 --> 01:31:57,960
Gran turismo. For me, one of
the greatest driving games ever made.
1390
01:31:58,555 --> 01:32:02,389
What an impact, what depth, what realism.
1391
01:32:03,476 --> 01:32:06,934
What addiction. I played that
for 18 months solid, two hours a day,
1392
01:32:07,689 --> 01:32:10,055
and I still don't think
I completely nailed it.
1393
01:32:19,951 --> 01:32:21,657
Then there was parappa the rapper,
1394
01:32:21,745 --> 01:32:24,908
which is just so weird,
and nuts and wonderful.
1395
01:32:30,754 --> 01:32:33,416
And vib-ribbon. See,
vib-ribbon is the kind of game
1396
01:32:33,506 --> 01:32:35,542
that you'd never have seen
in the cartridge years.
1397
01:32:35,633 --> 01:32:37,999
Who would have taken a chance
on a game like that?
1398
01:32:41,514 --> 01:32:45,257
But here we were in the '90s
with vectors on the screen.
1399
01:32:45,351 --> 01:32:48,013
You know, lines.
And it's like, it's cool, it's great.
1400
01:32:58,323 --> 01:32:59,608
I remember playing driver.
1401
01:32:59,699 --> 01:33:02,236
At the time, I was like,
"this is unbelievable,"
1402
01:33:02,327 --> 01:33:05,114
because I hadn't played
that kind of style of game
1403
01:33:05,205 --> 01:33:07,196
where the police are chasing me before.
1404
01:33:07,290 --> 01:33:08,905
And I found it so fun.
1405
01:33:09,084 --> 01:33:13,123
And that's the kind of thing, again,
that the new generations deliver for us.
1406
01:33:18,843 --> 01:33:23,428
It was the first real open-world
driving game, was driver.
1407
01:33:23,515 --> 01:33:28,726
And it required new techniques,
such as streaming the data,
1408
01:33:28,812 --> 01:33:33,272
the geometric and texture data
off the cd drive in real-time,
1409
01:33:33,399 --> 01:33:35,981
so it didn't stop, pause,
load and carry on.
1410
01:33:36,444 --> 01:33:39,982
And I think we really...
We pushed the machine hard.
1411
01:33:40,073 --> 01:33:42,359
It was smoking
by the time we'd done with it.
1412
01:33:42,450 --> 01:33:45,192
But the very early development stages
of driver,
1413
01:33:45,286 --> 01:33:46,822
it was very, very touch-and-go
1414
01:33:46,913 --> 01:33:48,633
whether we could achieve it,
the open world.
1415
01:33:48,665 --> 01:33:51,577
Because most games at the time
1416
01:33:52,043 --> 01:33:53,999
were designed along, basically, a tube.
1417
01:33:54,087 --> 01:33:56,123
You could see everything in front of you
1418
01:33:56,214 --> 01:33:58,170
and you could control
what you couldn't see.
1419
01:33:58,258 --> 01:34:01,716
Driver, of course, you could turn
left or right at a junction.
1420
01:34:02,011 --> 01:34:03,967
It had to be aware of what was there.
1421
01:34:04,055 --> 01:34:07,422
It was controlling other cars in the city
and people walking around.
1422
01:34:19,320 --> 01:34:22,687
The speed at which we were able to grow
the development community,
1423
01:34:22,782 --> 01:34:23,817
particularly in the west,
1424
01:34:23,908 --> 01:34:27,651
was down to embracing the PC creators.
1425
01:34:27,787 --> 01:34:29,698
The PlayStation development kit
1426
01:34:29,789 --> 01:34:33,828
actually became a card
that just slotted inside a PC.
1427
01:34:34,210 --> 01:34:39,250
And so, a lot of the tools and techniques
and capabilities of the PC developers
1428
01:34:39,340 --> 01:34:42,673
were able to come over to PlayStation
quite smoothly,
1429
01:34:42,886 --> 01:34:45,844
particularly in the areas
of advanced 3D graphics,
1430
01:34:45,930 --> 01:34:49,218
where obviously
PlayStation was positioning itself.
1431
01:34:59,777 --> 01:35:02,189
What was so nice
about the original PlayStation
1432
01:35:02,280 --> 01:35:05,238
was that it was more like a PC
than a console.
1433
01:35:05,491 --> 01:35:08,654
That's what made it really, really easy
to develop for, as well,
1434
01:35:08,745 --> 01:35:13,330
because it had architecture that was
a processor, a graphics processor,
1435
01:35:13,416 --> 01:35:16,908
which was what pcs hadn't got
at that point, but they soon did.
1436
01:35:17,921 --> 01:35:19,036
And it just worked.
1437
01:35:24,719 --> 01:35:28,837
It just pulls across the PC code,
and the graphics engine pulled that across
1438
01:35:28,932 --> 01:35:30,342
to use the graphics hardware.
1439
01:35:30,475 --> 01:35:34,844
So, it was a very, very nice machine
to work on.
1440
01:35:35,188 --> 01:35:38,851
We didn't have to change any designs
to be console specific
1441
01:35:38,942 --> 01:35:41,103
because we created everything on a PC.
1442
01:35:41,569 --> 01:35:43,525
We knew our limitations on the PC.
1443
01:35:43,613 --> 01:35:48,607
Sometimes, things didn't quite work out,
or we could adjust it fairly quickly.
1444
01:35:48,993 --> 01:35:53,487
More so, things like how much we
could display on screen at one time.
1445
01:35:53,706 --> 01:35:57,415
And as an artist,
that was a fair bit of guesswork, really.
1446
01:35:58,461 --> 01:36:01,578
But, certainly, even testing the games...
1447
01:36:01,673 --> 01:36:04,756
From our point of view,
when we created a level,
1448
01:36:06,052 --> 01:36:07,792
and output the game version,
1449
01:36:07,887 --> 01:36:09,502
everything we did was on the PC,
1450
01:36:09,889 --> 01:36:10,924
to the point where,
1451
01:36:11,015 --> 01:36:14,132
when we came to testing the game
at the end of the project,
1452
01:36:14,394 --> 01:36:17,761
and we actually had to pick up
a PlayStation controller to do it,
1453
01:36:17,939 --> 01:36:19,349
that was a big deal for me.
1454
01:36:19,440 --> 01:36:21,961
'Cause suddenly I had to try and translate
everything I'd been doing
1455
01:36:21,985 --> 01:36:23,976
on my keyboard on the PC
1456
01:36:24,112 --> 01:36:25,464
to what I was doing on the console.
1457
01:36:25,488 --> 01:36:28,195
And believe you me, they made us
test those levels on that console.
1458
01:36:28,283 --> 01:36:29,443
It was hard work.
1459
01:36:34,789 --> 01:36:36,450
The other side to this whole thing
1460
01:36:39,335 --> 01:36:41,451
could associate with a female character
in a game.
1461
01:36:41,546 --> 01:36:43,878
Now that was something
we hadn't anticipated.
1462
01:36:44,173 --> 01:36:47,506
But we suddenly had a market
for female gamers as well.
1463
01:36:47,760 --> 01:36:51,719
Lara croft, without doubt,
the poster girl for that generation.
1464
01:36:51,848 --> 01:36:55,591
And I think the character
and the personality of Lara croft,
1465
01:36:55,810 --> 01:36:58,426
it started to take storytelling,
1466
01:36:58,521 --> 01:37:02,514
which is a feature of gaming
that has developed in sophistication
1467
01:37:02,608 --> 01:37:05,441
immeasurably over
the successive generations.
1468
01:37:05,528 --> 01:37:08,895
But, I think,
with tomb raider at the time,
1469
01:37:08,990 --> 01:37:11,606
the concept of storytelling in video games
1470
01:37:11,701 --> 01:37:14,784
manifested itself
to a really meaningful extent
1471
01:37:14,871 --> 01:37:16,236
probably for the first time.
1472
01:37:21,002 --> 01:37:22,958
Part of the PlayStation experience was
1473
01:37:23,046 --> 01:37:27,039
it wasn't just big titles like crash
or tomb raider or the like,
1474
01:37:27,133 --> 01:37:30,216
but also these conceptually driven...
1475
01:37:30,303 --> 01:37:33,045
You could almost call them indie titles,
like xi,
1476
01:37:33,139 --> 01:37:36,631
which I think was sold as devil dice
in this country.
1477
01:37:36,768 --> 01:37:40,260
Or 1.Q.: Intelligent qube.
1478
01:37:45,151 --> 01:37:49,645
The jump from 16-bit to 32-bit
was so incredibly significant.
1479
01:37:50,031 --> 01:37:53,194
I just got it straight away.
I knew that this was going to be huge.
1480
01:37:53,284 --> 01:37:56,902
Metal gear solid, final fantasy vii,
resident evil,
1481
01:37:56,996 --> 01:37:58,907
time crisis, dino crisis.
1482
01:37:58,998 --> 01:38:02,991
Games would come out which were
just enormous for PlayStation.
1483
01:38:03,336 --> 01:38:06,078
The n64 was a different experience
1484
01:38:06,172 --> 01:38:09,960
as that came up and bubbled up
halfway through.
1485
01:38:10,051 --> 01:38:11,416
But it didn't really take over.
1486
01:38:11,511 --> 01:38:14,924
Nintendo really dragged its heels
over getting into 3D
1487
01:38:15,139 --> 01:38:16,549
and launching a new machine.
1488
01:38:16,641 --> 01:38:18,222
'Cause, you know, for obvious reasons.
1489
01:38:18,309 --> 01:38:21,301
The super famicom, the snes,
was doing great guns,
1490
01:38:21,687 --> 01:38:24,724
and it was reinvigorated
by the likes of donkey Kong country.
1491
01:38:24,816 --> 01:38:26,960
But at the end of the day,
it was still a cartridge system.
1492
01:38:26,984 --> 01:38:30,818
For every one launch on the n64,
there were a dozen PlayStation titles,
1493
01:38:30,905 --> 01:38:32,941
because they could just bombard
the market with it.
1494
01:38:33,032 --> 01:38:35,523
I remember
in the early days of PlayStation,
1495
01:38:35,618 --> 01:38:38,280
you would see somebody go in,
get the console,
1496
01:38:38,371 --> 01:38:42,034
and get, literally, a stack of games
to go with it.
1497
01:38:49,090 --> 01:38:53,709
Sony's marketing of the PlayStation was,
I thought, incredibly exciting.
1498
01:38:53,803 --> 01:38:56,761
It didn't necessarily focus on games.
1499
01:38:56,848 --> 01:38:59,089
It just focused on this kind of new world
1500
01:38:59,225 --> 01:39:02,262
that people were going to be exploring
and getting into.
1501
01:39:02,353 --> 01:39:05,265
And I think it was brilliant at the time
1502
01:39:05,398 --> 01:39:09,357
because there was very controversial
elements to some of the marketing.
1503
01:39:09,444 --> 01:39:13,187
But it was something that really captured
people's imaginations,
1504
01:39:13,281 --> 01:39:15,818
in terms of,
"this isn't just a video games machine."
1505
01:39:15,908 --> 01:39:19,742
The us were very, very traditional
in everything they did.
1506
01:39:19,829 --> 01:39:23,162
I think there was an element
of free thinking that was in Europe.
1507
01:39:24,959 --> 01:39:27,371
Hello, citizens of Europe.
1508
01:39:27,462 --> 01:39:30,829
As spokesperson for s.A.P.S.,
the society against PlayStation,
1509
01:39:32,008 --> 01:39:35,671
I'd like to talk to you about a menace
threatening humanity.
1510
01:39:36,012 --> 01:39:38,628
We launched
with kind of a silly commercial,
1511
01:39:38,723 --> 01:39:41,305
a reefer madness kind of concept.
1512
01:39:41,392 --> 01:39:43,804
The anti-PlayStation society,
1513
01:39:43,895 --> 01:39:46,056
the society against PlayStation, s.A.P.S.
1514
01:39:46,481 --> 01:39:50,269
It will ruin your kid's brain
and they'll come out jabbering monkeys.
1515
01:39:50,359 --> 01:39:53,066
So, it was aimed at the parents
and really at the kids.
1516
01:39:53,321 --> 01:39:56,063
And here we have a fellow
who's been experimenting with PlayStation
1517
01:39:56,157 --> 01:39:57,237
for only a few minutes.
1518
01:39:59,702 --> 01:40:02,239
Proof that we s.A.P.S.
Must be on our guard.
1519
01:40:03,456 --> 01:40:06,823
Remember, do not underestimate
the power of PlayStation.
1520
01:40:07,752 --> 01:40:10,118
You had some really, really talented guys.
1521
01:40:10,213 --> 01:40:13,421
You know, Geoff glendenning,
who's a really, really clever guy.
1522
01:40:13,716 --> 01:40:17,334
And he didn't just think posters,
print ads, that sort of thing.
1523
01:40:17,428 --> 01:40:22,047
He was looking at how he was
going to get all eyes on PlayStation.
1524
01:40:22,141 --> 01:40:23,802
When I'd seen the PlayStation,
1525
01:40:23,893 --> 01:40:27,010
I felt that the market couldn't sustain
three console companies,
1526
01:40:27,438 --> 01:40:29,269
and therefore, I also believed
1527
01:40:29,357 --> 01:40:31,197
that with the technology,
with such a big leap,
1528
01:40:31,275 --> 01:40:34,688
that we could reposition it
to a much older market.
1529
01:40:34,779 --> 01:40:36,895
A lot of those people had been gamers,
1530
01:40:37,156 --> 01:40:39,317
but had grown out of
1531
01:40:39,408 --> 01:40:42,366
where the market was ostensibly targeting,
1532
01:40:42,453 --> 01:40:46,162
which was really children
of 16 and under, I'd say.
1533
01:40:46,457 --> 01:40:49,790
So, they were left with no form
of digital entertainment
1534
01:40:49,877 --> 01:40:51,583
other than music and film.
1535
01:40:52,171 --> 01:40:54,503
So I think PlayStation
kind of filled that gap.
1536
01:40:54,882 --> 01:40:56,588
But you were not going to fill that gap
1537
01:40:56,676 --> 01:41:00,794
unless you associated with
what those people were doing at the time.
1538
01:41:01,013 --> 01:41:03,595
And at the time, you know,
the club scene was big.
1539
01:41:03,683 --> 01:41:08,552
There had been a massive youth movement,
if you like, in the uk.
1540
01:41:08,646 --> 01:41:11,262
Very much unique, globally,
1541
01:41:11,607 --> 01:41:15,475
that came out of the late '80s
kind of rave culture and club culture.
1542
01:41:15,570 --> 01:41:18,027
By 1994, 1995,
1543
01:41:18,114 --> 01:41:21,447
was the biggest youth movement
in the history of youth tribes.
1544
01:41:21,534 --> 01:41:23,616
If you put together
through the 20th century,
1545
01:41:23,703 --> 01:41:24,846
you know, the mods, the rockers,
1546
01:41:24,870 --> 01:41:27,282
the hippies, the new romantics,
the skinheads.
1547
01:41:27,373 --> 01:41:31,582
Every youth movement came nowhere
near as close as the participants
1548
01:41:31,669 --> 01:41:33,751
who took part in club culture.
1549
01:41:56,152 --> 01:42:00,566
Uk dance culture in the '80s
saw the birth of the rave scene.
1550
01:42:00,990 --> 01:42:05,359
And ministry of sound came along
in 1991,
1551
01:42:05,494 --> 01:42:07,860
and was civilised raving, if you like.
1552
01:42:07,955 --> 01:42:10,875
Ministry of sound, I guess, was
the best nightclub in the uk and globally.
1553
01:42:10,958 --> 01:42:12,918
It had become a global brand
and it was taken from
1554
01:42:13,002 --> 01:42:16,290
the big New York warehouse clubbing scene,
1555
01:42:16,589 --> 01:42:20,081
and ministry of sound
was the first super club, if you like.
1556
01:42:20,176 --> 01:42:22,508
But in 1995,
they were having a huge refit.
1557
01:42:22,595 --> 01:42:24,131
I wouldn't call it upmarket,
1558
01:42:24,221 --> 01:42:27,588
but we had to remove
the gaffer tape and the scaffolding
1559
01:42:28,017 --> 01:42:29,632
and start to build proper structures.
1560
01:42:29,727 --> 01:42:31,388
And we built two things.
1561
01:42:31,479 --> 01:42:35,347
One was an absolut vodka bar
in conjunction with absolut.
1562
01:42:35,524 --> 01:42:36,730
But there was another space,
1563
01:42:36,817 --> 01:42:39,559
and that was where
the intrigue and the idea started.
1564
01:42:39,945 --> 01:42:44,484
And that saw the birth of the famous
PlayStation room at ministry of sound.
1565
01:42:44,784 --> 01:42:47,651
This PlayStation room,
which was kind of just painted black,
1566
01:42:48,454 --> 01:42:51,116
with black consoles
and black tvs on pedestals,
1567
01:42:51,207 --> 01:42:52,868
and, you know, you step down into I,
1568
01:42:52,958 --> 01:42:55,074
so it's almost like
going into a little lair.
1569
01:42:55,169 --> 01:42:57,751
And it seemed such a natural thing to do,
1570
01:42:57,838 --> 01:43:00,329
to bring video gaming
into a club environment.
1571
01:43:01,008 --> 01:43:03,920
PlayStation really made gaming cool.
1572
01:43:04,011 --> 01:43:07,879
Because, you know, you had two brands
that were huge and successful,
1573
01:43:07,973 --> 01:43:09,429
brilliant game designers,
1574
01:43:09,517 --> 01:43:13,886
but in the public perception,
you know, you had Mario and Sonic,
1575
01:43:13,979 --> 01:43:16,265
and they were perceived
as being very young.
1576
01:43:16,399 --> 01:43:18,606
And so, when you had
a grown-up brand like Sony
1577
01:43:18,693 --> 01:43:23,232
that made your mum and dad's television
and your walkman and all the rest of it,
1578
01:43:23,322 --> 01:43:25,358
actually coming into the market,
it was exciting.
1579
01:43:25,574 --> 01:43:28,441
And I think, that, coupled with
the marketing at the time...
1580
01:43:29,870 --> 01:43:31,576
Suddenly, you'd open a copy of the face
1581
01:43:31,664 --> 01:43:34,155
and you'd see hip kids wearing
the PlayStation logo,
1582
01:43:34,250 --> 01:43:36,269
and they probably haven't played a game
in their life,
1583
01:43:36,293 --> 01:43:39,126
but if they're embracing the brand
as being something cool,
1584
01:43:39,255 --> 01:43:43,874
then that's kind of what made the whole
video games market explode, I think.
1585
01:43:44,427 --> 01:43:48,170
For me, the quintessential PlayStation ad
of all time
1586
01:43:48,264 --> 01:43:52,223
that still gets a good 10,000 hits
a month, written by James sinclair,
1587
01:43:53,644 --> 01:43:57,808
headed up by Trevor Beattie at tbwa,
was double life.
1588
01:43:59,775 --> 01:44:01,766
For years I've lived a double life.
1589
01:44:02,069 --> 01:44:03,525
In the day I do my job.
1590
01:44:04,113 --> 01:44:07,196
I ride the bus,
roll up my sleeves with the hoi polloi.
1591
01:44:07,992 --> 01:44:10,734
But at night,
I live a life of exhilaration.
1592
01:44:11,245 --> 01:44:13,327
Of missed heartbeats and adrenaline.
1593
01:44:13,873 --> 01:44:15,955
And if the truth be known...
1594
01:44:16,375 --> 01:44:18,582
A life of dubious virtue.
1595
01:44:19,754 --> 01:44:22,496
I won't deny
I've been engaged in violence,
1596
01:44:22,798 --> 01:44:24,038
even indulged in it.
1597
01:44:24,550 --> 01:44:26,791
I have maimed and killed adversaries,
1598
01:44:27,261 --> 01:44:29,377
and not merely in self-defence.
1599
01:44:29,722 --> 01:44:32,134
I've exhibited disregard for life...
1600
01:44:32,266 --> 01:44:34,177
- Limb.
- And property.
1601
01:44:34,727 --> 01:44:37,139
And savoured every moment.
1602
01:44:37,229 --> 01:44:39,140
You may not think it to look at me...
1603
01:44:39,732 --> 01:44:41,438
But I have commanded armies...
1604
01:44:41,525 --> 01:44:43,265
And conquered worlds.
1605
01:44:43,486 --> 01:44:45,647
And though in achieving these things...
1606
01:44:45,738 --> 01:44:47,774
I have set morality aside...
1607
01:44:48,282 --> 01:44:49,772
I have no regrets.
1608
01:44:49,950 --> 01:44:52,282
It still gives me goosebumps
whenever I see it
1609
01:44:52,369 --> 01:44:53,984
I think it's utterly timeless.
1610
01:44:54,079 --> 01:44:56,070
If you put it up now on TV,
1611
01:44:56,165 --> 01:44:59,453
it still would be as fresh as it was
back then.
1612
01:45:02,630 --> 01:45:04,837
You just had to see
the amplification effect
1613
01:45:04,924 --> 01:45:06,539
of all the marketing and promotion,
1614
01:45:06,634 --> 01:45:08,750
and games was cool.
1615
01:45:08,844 --> 01:45:12,382
And we were now
a mainstream entertainment brand.
1616
01:45:12,473 --> 01:45:13,758
We were no longer a toy.
1617
01:45:14,308 --> 01:45:17,425
And it wasn't "geeks," and I say that
in the most respectful way.
1618
01:45:17,978 --> 01:45:20,094
Weren't geeks that were playing games.
1619
01:45:20,189 --> 01:45:22,350
It was the "cool kids"
that were playing video games.
1620
01:45:22,441 --> 01:45:25,933
It was an amazing time as a game creator
1621
01:45:26,028 --> 01:45:27,689
and as a game player.
1622
01:45:27,780 --> 01:45:30,988
That first PlayStation took away
so many of the limitations
1623
01:45:31,075 --> 01:45:32,190
that we'd had in the past.
1624
01:45:32,326 --> 01:45:35,193
Suddenly, cartridges...
Didn't have to worry about cartridges.
1625
01:45:35,287 --> 01:45:38,370
We had 600 megabytes on the cd-rom.
1626
01:45:38,666 --> 01:45:42,124
As far as hardware went, powerful,
and in 3D as well.
1627
01:45:42,545 --> 01:45:44,752
It was a revolution.
1628
01:49:07,291 --> 01:49:10,499
So the hardware team
behind PlayStation one...
1629
01:49:10,586 --> 01:49:14,670
As soon as the hardware was finished,
they went on to two new projects.
1630
01:49:14,757 --> 01:49:17,749
They went on to a cost-reduction project,
1631
01:49:17,843 --> 01:49:22,928
which was same format, same capability,
but just making it cheaper and cheaper.
1632
01:49:23,182 --> 01:49:28,722
The second team, the advance team,
then went and started working on
1633
01:49:28,812 --> 01:49:32,680
a version of the PlayStation chipset
for the arcades.
1634
01:49:33,901 --> 01:49:39,612
Before the PlayStation
was released as a home console,
1635
01:49:39,698 --> 01:49:45,238
work was already underway on
namco's system 11 arcade board.
1636
01:49:45,829 --> 01:49:52,792
This board incorporated some
of the PlayStation architecture,
1637
01:49:53,796 --> 01:49:58,836
such as the cpu, which was
developed by mr kutaragi's team.
1638
01:49:59,468 --> 01:50:02,460
What namco was most surprised by
1639
01:50:02,554 --> 01:50:06,672
was the cost, how cheap it was.
1640
01:50:06,767 --> 01:50:10,305
To be able to make something
with that capability
1641
01:50:10,395 --> 01:50:12,852
for that price, was pretty surprising.
1642
01:50:13,690 --> 01:50:17,603
What mr kutaragi was
trying to do at that time,
1643
01:50:17,694 --> 01:50:21,903
by making a low cost polygon chip
1644
01:50:21,990 --> 01:50:24,231
available to the global market,
1645
01:50:24,326 --> 01:50:27,363
marked a paradigm shift
in the polygon era.
1646
01:50:27,955 --> 01:50:33,166
Although namco had a board
1647
01:50:33,252 --> 01:50:35,584
with better polygon
technology and capabilities,
1648
01:50:35,671 --> 01:50:40,540
this was an interesting
business model for us,
1649
01:50:40,634 --> 01:50:44,297
and we continued
to work with mr kutaragi.
1650
01:50:45,097 --> 01:50:47,088
And once that project had been finished,
1651
01:50:47,516 --> 01:50:49,552
the team behind that
1652
01:50:49,643 --> 01:50:54,262
then started to think about
what was going to be PlayStation 2.
1653
01:50:54,356 --> 01:50:57,223
Those days were quite a roller-coaster
of new hardware to play with
1654
01:50:57,317 --> 01:50:59,649
because we were also looking at
pocketstation as well,
1655
01:50:59,736 --> 01:51:02,603
which was going to come out in "99
in Japan.
1656
01:51:02,698 --> 01:51:05,405
And so, we heard
the PlayStation 2 was coming.
1657
01:51:05,492 --> 01:51:09,701
We heard that it was essentially
taking some of the experiences
1658
01:51:09,788 --> 01:51:11,904
that our colleagues in Japan had,
1659
01:51:12,291 --> 01:51:15,078
and it was going to be the next iteration
of hardware.
1660
01:51:15,586 --> 01:51:19,204
But not just an evolution.
It had to be a revolution,
1661
01:51:19,298 --> 01:51:22,335
because it also had to last
for a good decade.
1662
01:51:22,759 --> 01:51:26,422
And we had to take the best hardware
that we could at the time
1663
01:51:26,847 --> 01:51:28,428
to create that PlayStation 2.
1664
01:51:28,724 --> 01:51:33,263
And with PlayStation 2, we built
our own chip manufacturing facilities
1665
01:51:33,562 --> 01:51:36,053
and we invested a huge amount of money
1666
01:51:36,148 --> 01:51:39,561
in designing our own graphics chip
and hardware,
1667
01:51:39,651 --> 01:51:42,688
that meant we were much more in control
of our own destiny.
1668
01:51:42,779 --> 01:51:45,896
We could build a much, much
higher-performance device
1669
01:51:46,033 --> 01:51:49,150
that would leapfrog orders of magnitude
1670
01:51:49,244 --> 01:51:52,782
beyond what even the PC
and the workstations were doing.
1671
01:51:52,873 --> 01:51:54,454
There was quite a shock
1672
01:51:54,791 --> 01:51:59,785
when people found out
what kind of hardware was in ps2.
1673
01:52:01,048 --> 01:52:04,131
Because I think we all expected ps1 plus.
1674
01:52:04,218 --> 01:52:07,756
So, PlayStation one had been really neat,
very easy,
1675
01:52:07,846 --> 01:52:09,757
compared, to say, with the saturn,
for example.
1676
01:52:10,140 --> 01:52:13,260
So everyone expected the PlayStation 2
to be more of the same. And they didn't.
1677
01:52:13,310 --> 01:52:16,723
They actually produced something with,
you know, 16 processors
1678
01:52:16,813 --> 01:52:18,493
and chips doing this and chips doing that.
1679
01:52:18,607 --> 01:52:21,394
So it was an absolute nightmare,
'cause it was nothing like a PC.
1680
01:52:21,652 --> 01:52:25,019
The ps2 is very much geared
to do polygonal 3D.
1681
01:52:25,113 --> 01:52:27,775
I mean, that's pretty much what
everybody used it for,
1682
01:52:27,866 --> 01:52:32,485
and it does it at a much faster rate
than the ps1.
1683
01:52:32,579 --> 01:52:35,696
And one of the biggest differences
between the ps1 and ps2
1684
01:52:35,791 --> 01:52:38,373
is the speed of access
to the graphical memory.
1685
01:52:38,460 --> 01:52:40,563
On the ps2, the speed of access
to the graphical memory
1686
01:52:40,587 --> 01:52:42,703
is just ridiculously high.
1687
01:52:42,798 --> 01:52:46,131
It finally let us do these
frame-based graphical effects,
1688
01:52:46,218 --> 01:52:48,379
and stencils and shadows
1689
01:52:48,470 --> 01:52:50,670
and all this extra stuff
that we couldn't do until then.
1690
01:52:50,722 --> 01:52:52,462
And then you had the two vector units,
1691
01:52:52,557 --> 01:52:55,014
which were incredibly awesome,
1692
01:52:55,102 --> 01:52:58,720
super-high throughput
vector-processing designs,
1693
01:52:58,981 --> 01:53:03,350
with their own weird buses and dma
and very small memory footprints.
1694
01:53:03,443 --> 01:53:06,810
And, like, no typical software
would ever run on them.
1695
01:53:06,905 --> 01:53:12,320
You basically had to write
really custom assembly engines
1696
01:53:12,411 --> 01:53:13,696
to power these things.
1697
01:53:13,954 --> 01:53:15,474
And that's what most people didn't do.
1698
01:53:15,539 --> 01:53:17,325
Like, we had a ton of them
in jak and daxter,
1699
01:53:17,416 --> 01:53:19,281
and you could basically,
1700
01:53:19,376 --> 01:53:23,085
fifty to one hundredfold the speed
of some particular operation,
1701
01:53:23,171 --> 01:53:25,691
if it was something that could be done
while in the vector unit,
1702
01:53:25,799 --> 01:53:28,461
and you spent, like, two months
1703
01:53:28,552 --> 01:53:32,090
crafting a vector unit system
to handle it.
1704
01:53:32,180 --> 01:53:34,466
But it made the program
enormously complicated.
1705
01:53:34,558 --> 01:53:37,425
You had to get really down and dirty
with this hardware,
1706
01:53:37,519 --> 01:53:40,682
and get really comfortable
writing, you know, simple programs,
1707
01:53:40,772 --> 01:53:42,979
but you're uploading
into these vector units
1708
01:53:43,108 --> 01:53:45,895
that are impossibly challenging to debug
1709
01:53:45,986 --> 01:53:50,025
when something goes wrong, and things
can go wrong in so many different ways.
1710
01:53:50,115 --> 01:53:52,276
When I started at Sony Japan,
1711
01:53:52,367 --> 01:53:55,530
I started working behind closed doors,
basically, on the PlayStation 2,
1712
01:53:55,871 --> 01:54:00,456
and I wrote simulators to simulate
what the new chips would be doing.
1713
01:54:00,542 --> 01:54:02,498
They were called the vu1 and the vuo.
1714
01:54:03,003 --> 01:54:06,495
Kutaragi at the time was saying
that he wanted non-polygonal 3D,
1715
01:54:06,590 --> 01:54:08,455
even though it didn't really quite
come to that
1716
01:54:08,592 --> 01:54:14,553
initially, I kind of managed to make
a system using the vu1 chip
1717
01:54:14,681 --> 01:54:18,299
that would actually break down
curved data into polygonal data,
1718
01:54:18,685 --> 01:54:21,222
and then spit that out
to be rendered as polygons.
1719
01:54:21,313 --> 01:54:23,725
So, eventually,
the final stage was polygons,
1720
01:54:24,149 --> 01:54:26,606
but the data which was being processed
wasn't polygons.
1721
01:54:26,693 --> 01:54:28,854
It was just curved data information.
1722
01:54:29,154 --> 01:54:30,894
And so, using all these techniques,
1723
01:54:31,031 --> 01:54:33,773
I managed to pull together
this duck-in-a-bath demo
1724
01:54:33,867 --> 01:54:36,654
with, like, water and reflections,
1725
01:54:36,745 --> 01:54:40,738
and, you know, using all these techniques
we didn't have access to until then,
1726
01:54:40,874 --> 01:54:43,991
which most people don't realise
isn't using polygonal data.
1727
01:54:44,086 --> 01:54:45,951
It's using curve surface data,
1728
01:54:46,046 --> 01:54:48,253
which at the time
was very new, very different.
1729
01:54:48,340 --> 01:54:52,003
Phil Harrison had come to foster city
1730
01:54:52,094 --> 01:54:54,210
and he showed us this water demo.
1731
01:54:54,471 --> 01:54:56,086
And I remember exactly the words.
1732
01:54:56,181 --> 01:54:58,137
He's like,
"can you just imagine Lara croft..."
1733
01:54:58,225 --> 01:54:59,965
Who was ruling the roost those days.
1734
01:55:00,060 --> 01:55:02,016
The biggest game out was tomb raider.
1735
01:55:02,104 --> 01:55:05,016
He's like, "can you imagine her
diving into that water?"
1736
01:55:05,190 --> 01:55:08,023
And it just fired everybody's imagination.
Certainly mine.
1737
01:55:08,110 --> 01:55:11,147
Like, "oh, my god, yeah,
this is next level stuff."
1738
01:55:11,613 --> 01:55:14,525
I was invited in very early
on PlayStation 2,
1739
01:55:14,616 --> 01:55:16,481
as were naughty dog and insomniac,
1740
01:55:16,576 --> 01:55:20,319
because we'd been creating
these big titles for PlayStation one.
1741
01:55:21,081 --> 01:55:22,617
And, in particular,
1742
01:55:22,707 --> 01:55:26,040
I ended up going on a sabbatical to Japan
for three months,
1743
01:55:26,128 --> 01:55:30,667
and working out of a locked room
where the very first prototypes were kept.
1744
01:55:30,757 --> 01:55:34,090
I was sitting side-by-side with the people
who were making the demos
1745
01:55:34,177 --> 01:55:36,964
that would be used for the announcement
of PlayStation 2.
1746
01:55:37,097 --> 01:55:39,338
But my role was not to make a demo.
1747
01:55:39,433 --> 01:55:44,973
My job was to do the early work
that hopefully would lead to the engines
1748
01:55:45,063 --> 01:55:49,102
of what became ratchet & clank
and jak and daxter.
1749
01:55:50,152 --> 01:55:51,608
Man, that stung!
1750
01:55:52,946 --> 01:55:55,904
I told you we shouldn't have come here
and you listened!
1751
01:55:57,117 --> 01:55:58,277
What?
1752
01:56:02,956 --> 01:56:05,413
With jak and daxter,
we went to open world,
1753
01:56:05,667 --> 01:56:07,874
taking a cue off Mario and banjo-kazooie,
1754
01:56:07,961 --> 01:56:11,044
but we wanted to try to make
more intense gameplay
1755
01:56:11,131 --> 01:56:12,166
with the open world,
1756
01:56:12,257 --> 01:56:13,609
and there was
a lot of learning curve there.
1757
01:56:13,633 --> 01:56:17,046
With PlayStation 2,
we were finally able to have vistas.
1758
01:56:17,262 --> 01:56:21,050
I mean, we could not restrict the player
to a smaller area
1759
01:56:21,141 --> 01:56:23,006
like we'd been doing on PlayStation one.
1760
01:56:23,351 --> 01:56:25,262
You could see into the distance,
1761
01:56:25,353 --> 01:56:27,273
you could see where you were heading
as a player.
1762
01:56:27,314 --> 01:56:30,147
That was one of the core concepts
behind jak and daxter.
1763
01:56:30,233 --> 01:56:32,975
Let's have this broaa,
completely connected world
1764
01:56:33,069 --> 01:56:34,434
and just let you explore it.
1765
01:56:34,529 --> 01:56:36,565
And I don't feel
that would've been possible
1766
01:56:36,656 --> 01:56:40,399
at any reasonable level
of graphical quality on PlayStation one.
1767
01:56:40,494 --> 01:56:44,362
We pursued this whole
giant, seamless world thing successfully,
1768
01:56:44,456 --> 01:56:48,620
but it was just brutally difficult
on the design and the technical aspects.
1769
01:56:48,835 --> 01:56:51,872
We had fo deal with
the PlayStation itself,
1770
01:56:52,005 --> 01:56:55,122
which, like, to Max out involved...
Just in that one game,
1771
01:56:55,217 --> 01:56:58,550
we rewrote most of the main systems,
including the graphics systems,
1772
01:56:58,678 --> 01:57:00,134
sometimes, like, five times.
1773
01:57:00,680 --> 01:57:04,844
We knew the theoretical performance
we could get out of some system,
1774
01:57:05,143 --> 01:57:07,976
and because the other ones,
while they function,
1775
01:57:08,063 --> 01:57:10,930
we just weren't near it,
because it was so difficult.
1776
01:57:11,024 --> 01:57:13,060
So we would just keep
rewriting and rewriting
1777
01:57:13,151 --> 01:57:15,858
till we got closer and closer
to the theoretical performance.
1778
01:57:15,987 --> 01:57:17,397
We had a lot more power,
1779
01:57:17,489 --> 01:57:20,697
but the expectations were so much higher
for what people wanted.
1780
01:57:20,784 --> 01:57:22,900
Ps2 had been...
It had definitely been hyped,
1781
01:57:23,036 --> 01:57:25,994
and we had been part of the hyping
process, right? We were all excited.
1782
01:57:26,122 --> 01:57:27,532
We went from 2d to 3D,
1783
01:57:27,624 --> 01:57:32,414
and now we're going the next leap forward
in terms of what 3D can be.
1784
01:57:32,712 --> 01:57:35,044
So, we had to come up with ways to render
1785
01:57:35,423 --> 01:57:41,168
much more complex objects, larger vistas
and more detailed characters.
1786
01:57:42,097 --> 01:57:44,338
And our intent was to demonstrate
1787
01:57:44,474 --> 01:57:46,760
that we could move
beyond the PlayStation one.
1788
01:57:46,851 --> 01:57:49,263
We could take advantage
of the PlayStation 2
1789
01:57:49,354 --> 01:57:51,140
and build these immense cities,
1790
01:57:51,481 --> 01:57:53,221
and at the same time,
1791
01:57:53,316 --> 01:57:59,403
not move too far away from this love
of comedy, these stylised characters.
1792
01:58:00,240 --> 01:58:02,652
Please return your appendages
to the steering mechanism, sir.
1793
01:58:03,577 --> 01:58:05,192
Right. Sorry.
1794
01:58:05,453 --> 01:58:08,195
And by the way,
you can stop calling me "sir."
1795
01:58:08,456 --> 01:58:09,536
The name's ratchet.
1796
01:58:09,624 --> 01:58:11,910
Pleased to make your acquaintance, sir.
1797
01:58:12,002 --> 01:58:13,208
You got a name?
1798
01:58:13,545 --> 01:58:16,537
My serial number is b54296...
1799
01:58:17,632 --> 01:58:19,748
I'll just call you clank for short.
1800
01:58:19,843 --> 01:58:24,177
The leap from PlayStation one
to PlayStation 2 was massive,
1801
01:58:24,264 --> 01:58:29,008
and people could feel... as exciting as
PlayStation one was going for 3D,
1802
01:58:29,102 --> 01:58:33,766
the extra processing power,
the emotion engine that the cpu...
1803
01:58:33,982 --> 01:58:36,849
And running off a DVD,
1804
01:58:36,943 --> 01:58:40,060
again, gave so much more freedom
to the developers.
1805
01:58:40,196 --> 01:58:42,858
With orange games,
who became guerrilla games, at the time
1806
01:58:42,949 --> 01:58:46,783
had a great prototype called marines
that they were calling a budget shooter.
1807
01:58:46,870 --> 01:58:49,987
It didn't quite work out as being
a "budget" shooter,
1808
01:58:50,081 --> 01:58:52,322
but it turned into killzone
and it was fantastic.
1809
01:58:52,417 --> 01:58:54,783
And I remember
when they first showed helghasts
1810
01:58:54,878 --> 01:58:58,041
dropping down wires from the ship
into the battle,
1811
01:58:58,131 --> 01:59:02,124
it blew you away, and you knew what was
going to be possible on that platform.
1812
01:59:05,180 --> 01:59:06,545
They've got me pinned down!
1813
01:59:06,640 --> 01:59:11,600
In my mission
to subdue the success of Xbox,
1814
01:59:11,686 --> 01:59:14,849
I went on a massive campaign
looking for exclusives,
1815
01:59:14,939 --> 01:59:17,681
because we had signed up tomb raider,
1816
01:59:17,776 --> 01:59:20,734
and in Europe,
we had formula one on exclusive.
1817
01:59:21,237 --> 01:59:24,104
And exclusive titles sell hardware.
1818
01:59:27,035 --> 01:59:29,447
We were in Los Angeles
at the sunset Marquis hotel
1819
01:59:29,537 --> 01:59:31,198
and I called up Kelly Sumner
1820
01:59:31,289 --> 01:59:35,328
and said, "tell me anything you've got
you want to talk about exclusivity on."
1821
01:59:35,752 --> 01:59:38,869
So he came with this title called
"state of emergency."
1822
01:59:38,963 --> 01:59:42,672
It was a little title about
some sort of a disturbance, a riot,
1823
01:59:42,759 --> 01:59:47,844
and people running into electronic stores,
running out with tvs and things.
1824
01:59:47,931 --> 01:59:51,048
It was a great title. It did well, too.
It was funny.
1825
01:59:51,393 --> 01:59:55,477
And then I did something with eutechnyx
called big mutha truckers.
1826
01:59:55,563 --> 01:59:57,144
You know, so they weren't all big.
1827
01:59:57,232 --> 02:00:02,693
But Kelly, at six o'clock
on the night before e3,
1828
02:00:02,779 --> 02:00:05,737
he said, "well,
we could talk about Grand Theft Auto.”
1829
02:00:07,742 --> 02:00:08,857
I think, if you ask guys,
1830
02:00:09,077 --> 02:00:11,877
"if you could do anything you wanted to do
tonight, what would you do?"
1831
02:00:11,913 --> 02:00:13,403
"I'd shoot my boss,
1832
02:00:14,124 --> 02:00:15,364
"I'd drive a fast car.”
1833
02:00:15,458 --> 02:00:18,825
And so, I think
that's part of what made gta successful.
1834
02:00:18,920 --> 02:00:23,414
It was giving people the ability
to realise their fantasies.
1835
02:00:23,967 --> 02:00:25,707
I said, "okay, Kelly, let's do it."
1836
02:00:26,052 --> 02:00:29,215
And finally,
the us demanded in on the deal,
1837
02:00:29,305 --> 02:00:32,172
but they didn't want to know anything
about it when I first did it.
1838
02:00:32,267 --> 02:00:34,804
They weren't into paying for exclusivity,
1839
02:00:34,894 --> 02:00:38,057
but I said,
"rule number one, two, three, four.
1840
02:00:38,732 --> 02:00:40,097
"Install the base."
1841
02:00:41,025 --> 02:00:43,391
How do you install base? Exclusive titles.
1842
02:00:43,653 --> 02:00:46,440
It was one of the first games
I think I played from beginning to end.
1843
02:00:46,531 --> 02:00:49,443
It was just hugely compelling,
and, you know, you felt like
1844
02:00:49,534 --> 02:00:52,401
it was a little bit morally dubious,
but it was just brilliant fun.
1845
02:00:53,663 --> 02:00:54,743
Stop!
1846
02:00:55,248 --> 02:00:58,160
You know, it always amused me
when you'd read media reports about,
1847
02:00:58,251 --> 02:01:01,539
"you could do this, you could
kill these people or do whatever."
1848
02:01:01,629 --> 02:01:04,712
But the reality is
you don't have to do those things.
1849
02:01:04,799 --> 02:01:07,165
You're driving around a city
that's a full living city
1850
02:01:07,260 --> 02:01:08,660
and there's people on the sidewalk.
1851
02:01:08,720 --> 02:01:10,080
You don't have to drive over them.
1852
02:01:10,180 --> 02:01:13,172
If you've got a sandbox where you can do
whatever you want to do,
1853
02:01:13,266 --> 02:01:15,928
you know, that's something
that's quite revolutionary.
1854
02:01:19,606 --> 02:01:24,396
I don't think gta could've been done
on PlayStation one.
1855
02:01:24,486 --> 02:01:27,102
I think it would've been
incredibly difficult to do.
1856
02:01:27,197 --> 02:01:29,984
They were incredibly powerful machines,
1857
02:01:30,283 --> 02:01:34,367
but you had to be a magician
to actually make it do what you wanted.
1858
02:01:34,871 --> 02:01:36,486
We were really pushing things,
1859
02:01:36,831 --> 02:01:41,370
and I think we'd had the experience in 3D
to make gta,
1860
02:01:41,461 --> 02:01:43,326
and like the concept of streaming.
1861
02:01:43,505 --> 02:01:44,790
Streaming was a big risk.
1862
02:01:44,923 --> 02:01:49,087
You couldn't drive inside a machine,
constantly move for 24 hours straight
1863
02:01:49,427 --> 02:01:50,462
and not melt.
1864
02:01:50,637 --> 02:01:52,252
It ended up it did work.
1865
02:01:52,555 --> 02:01:56,298
Yeah, I think Grand Theft Auto is the game
that most people would refer to as
1866
02:01:56,392 --> 02:02:00,180
the moment that games grew up
1867
02:02:00,271 --> 02:02:04,731
and became more than
just a form of trivial entertainment,
1868
02:02:04,818 --> 02:02:09,608
but actually could become as important
as movies or music or literature.
1869
02:02:09,697 --> 02:02:13,315
Liberty city is in shock today
as the police and emergency services...
1870
02:02:13,493 --> 02:02:18,237
Ps1 to ps2 felt, again,
like a significant upgrade
1871
02:02:18,373 --> 02:02:21,490
in terms of graphical prowess
and all the rest of it.
1872
02:02:21,960 --> 02:02:25,623
You know, kutaragi-San
talked about the emotion engine.
1873
02:02:25,713 --> 02:02:29,251
You know, all the chips had their
little names, like the emotion engine,
1874
02:02:29,342 --> 02:02:31,833
and this whole premise,
"could a video game make you cry?"
1875
02:02:31,928 --> 02:02:34,544
It was like...
For a game, it was inspiring that,
1876
02:02:34,681 --> 02:02:37,923
you know, this empowered people
to tell stories
1877
02:02:38,017 --> 02:02:39,757
that could actually really move you
1878
02:02:39,853 --> 02:02:43,846
in the way that a really good song
or a good film could move you.
1879
02:03:04,586 --> 02:03:10,923
The process of moving from ico
to shadow of the colossus
1880
02:03:13,094 --> 02:03:19,932
wasn't entirely smooth.
1881
02:03:20,143 --> 02:03:27,060
Personally, I was happy with ico
1882
02:03:27,150 --> 02:03:31,735
and players were happy with it too.
1883
02:03:32,697 --> 02:03:37,031
Take lighting as an example
1884
02:03:37,118 --> 02:03:42,909
a lot of video imagery at that time
1885
02:03:42,999 --> 02:03:46,207
was not preoccupied with shadow
and contrast
1886
02:03:46,377 --> 02:03:50,461
there was a lot of pre-rendered
and cg video around
1887
02:03:50,673 --> 02:03:56,589
and games with loud and flashy graphics
1888
02:03:56,846 --> 02:04:00,885
I was interested in more subtle approaches
1889
02:04:00,975 --> 02:04:04,263
to shades and tones
that were closer to reality.
1890
02:04:04,354 --> 02:04:08,688
I think that's what differentiated us
at that time
1891
02:04:08,983 --> 02:04:15,946
but it wasn't a great commercial success
1892
02:04:16,574 --> 02:04:21,489
so I came up with shadow of the colossus.
1893
02:04:26,084 --> 02:04:33,047
But whether it's the story,
the backdrop, the movement
1894
02:04:34,133 --> 02:04:41,096
it's all about making the player
believe the characters are real,
1895
02:04:41,182 --> 02:04:46,347
that they exist for real in that world.
1896
02:04:46,479 --> 02:04:50,438
For me, that's what it's all about.
1897
02:04:50,650 --> 02:04:57,613
The most effective way
of bringing characters to life
1898
02:04:58,783 --> 02:05:01,525
is through the story of that world.
1899
02:05:01,619 --> 02:05:06,238
I always incorporate a story in my games
1900
02:05:06,374 --> 02:05:13,246
but I don't necessarily create games
to tell stories.
1901
02:05:17,885 --> 02:05:24,757
The significance of PlayStation
1902
02:05:25,393 --> 02:05:28,385
for me personally
1903
02:05:28,479 --> 02:05:34,770
I feel I was able to become a
games designer and developer
1904
02:05:34,902 --> 02:05:38,690
because of PlayStation.
1905
02:05:43,453 --> 02:05:45,910
My favourite game of the ps2 era,
1906
02:05:45,997 --> 02:05:50,991
and I hope what many would consider
the reference work of the ps2 era,
1907
02:05:51,085 --> 02:05:52,200
was god of war.
1908
02:05:52,295 --> 02:05:54,832
The gods of Olympus have abandoned me.
1909
02:05:54,922 --> 02:06:00,133
I would put god of war up there as one of
my top five video games of all time.
1910
02:06:03,473 --> 02:06:05,930
There is no god of war
without ray harryhausen,
1911
02:06:06,017 --> 02:06:08,328
and there is no god of war
without raiders of the lost ark,
1912
02:06:08,352 --> 02:06:12,140
because those two things...
Down to the fact that when kratos,
1913
02:06:12,231 --> 02:06:15,689
in one of the first levels of god of war,
1914
02:06:15,777 --> 02:06:18,189
pushes his body up against this pillar
1915
02:06:18,446 --> 02:06:20,778
and uses his lower body strength
1916
02:06:20,865 --> 02:06:23,231
to kick the pillar
fo cause it to collapse...
1917
02:06:33,836 --> 02:06:35,116
I'm telling the animators, like,
1918
02:06:35,171 --> 02:06:37,583
"look what Indiana Jones does
in the well of the souls
1919
02:06:37,673 --> 02:06:39,789
"where he kicks that giant Anubis statue.
1920
02:06:39,884 --> 02:06:41,840
"That's exactly what
I want this to evoke."
1921
02:06:41,969 --> 02:06:44,961
And that was what god of war
was really built on,
1922
02:06:45,056 --> 02:06:46,546
is the desire
1923
02:06:46,933 --> 02:06:50,016
to make a playable version of raiders
or clash of the titans
1924
02:06:50,103 --> 02:06:53,061
that makes you feel like the star
of those movies.
1925
02:06:53,147 --> 02:06:55,012
So, I put all of these...
1926
02:06:55,108 --> 02:06:58,817
At the time,
decades of wannabe film director
1927
02:06:59,779 --> 02:07:01,189
into this one product,
1928
02:07:01,697 --> 02:07:04,814
and said,
"this is my shot to express that."
1929
02:07:04,909 --> 02:07:07,571
That was the beginning and the reason
god of war exists
1930
02:07:07,662 --> 02:07:09,243
in terms of why I pitched it.
1931
02:07:09,747 --> 02:07:11,283
How much is enough, kratos?
1932
02:07:11,791 --> 02:07:13,156
When will it end?
1933
02:07:13,543 --> 02:07:16,250
When the glory of sparta
is known throughout the world.
1934
02:07:17,088 --> 02:07:19,044
"The glory of sparta."
1935
02:07:19,340 --> 02:07:21,296
We knew we would have to use
some cut scenes,
1936
02:07:21,551 --> 02:07:26,887
but we really wanted to try to do
as much storytelling in gameplay
1937
02:07:26,973 --> 02:07:29,385
because we knew that that would be
a more powerful way
1938
02:07:29,475 --> 02:07:31,215
to express storytelling.
1939
02:07:31,477 --> 02:07:33,263
Suddenly, we were like,
1940
02:07:33,354 --> 02:07:36,266
"you're going to be experiencing
more than just this gameplay.
1941
02:07:36,357 --> 02:07:40,396
"You're going to be taking on the role
and the emotional impact
1942
02:07:40,486 --> 02:07:41,817
"of this scenario.
1943
02:07:42,155 --> 02:07:44,988
"We want you
to step into the sandals of kratos,
1944
02:07:45,241 --> 02:07:47,072
"who is this vicious killer.”
1945
02:07:47,493 --> 02:07:51,361
And so, it was just
a lot of conscious gameplay design
1946
02:07:51,455 --> 02:07:54,663
about wherever we could fit character
in gameplay,
1947
02:07:54,834 --> 02:07:56,620
that was always the way we would go.
1948
02:07:56,711 --> 02:07:58,372
And it was very hard to do,
1949
02:07:58,588 --> 02:08:02,331
and it added a lot of stress to the team
and a lot of time to the schedule
1950
02:08:02,425 --> 02:08:06,384
because we were saying gameplay
and storytelling can be fused together,
1951
02:08:06,804 --> 02:08:10,467
and they really should be the same thing
where we cah do that as often as we can.
1952
02:08:10,558 --> 02:08:15,143
So that was a big pillar, philosophically,
when it came to developing that game.
1953
02:08:16,105 --> 02:08:19,848
Sony PlayStation 2 will be
the biggest thing to come along
1954
02:08:19,942 --> 02:08:21,432
since TV was invented.
1955
02:08:21,527 --> 02:08:23,688
I'm ready. Everyone's ready, right?
1956
02:08:23,946 --> 02:08:25,982
Who wants a PlayStation 27?
1957
02:08:27,408 --> 02:08:30,946
Ps2 was definitely a lot more powerful
than the first PlayStation.
1958
02:08:31,078 --> 02:08:33,865
It was a quantum leap
in terms of what it could offer.
1959
02:08:33,956 --> 02:08:37,164
But what a lot of people
maybe don't remember
1960
02:08:37,293 --> 02:08:40,877
is that for the first couple of years
there wasn't that much coming out for it.
1961
02:08:41,005 --> 02:08:42,541
Especially not from third parties.
1962
02:08:42,632 --> 02:08:47,251
Why? Because it was
an absolute pig to program.
1963
02:08:48,054 --> 02:08:49,919
If I'm going to be polite about it.
1964
02:08:50,264 --> 02:08:54,303
Because, unless you'd had some grounding
in assembler,
1965
02:08:55,019 --> 02:08:57,931
you were never going to get the best
out of that complex hardware.
1966
02:08:58,314 --> 02:08:59,804
So that was the price you paid.
1967
02:08:59,899 --> 02:09:01,389
Yes, you get more power.
1968
02:09:01,484 --> 02:09:02,849
The price you pay
1969
02:09:03,402 --> 02:09:06,002
is you have to know how to get
the best out of those vector units,
1970
02:09:06,280 --> 02:09:08,737
which meant old-school
assembler-like skills.
1971
02:09:08,950 --> 02:09:10,440
People did get it eventually.
1972
02:09:10,534 --> 02:09:15,528
And I think, had PlayStation not had
the momentum from PlayStation one,
1973
02:09:15,665 --> 02:09:19,533
then they might have found it harder
to convince people
1974
02:09:19,669 --> 02:09:22,502
that the ps2 was an amazing system.
1975
02:09:22,672 --> 02:09:24,003
It was an amazing system,
1976
02:09:24,215 --> 02:09:27,833
but people had to invest a lot of R&D
to start to get the best out of it.
1977
02:09:28,010 --> 02:09:30,342
So, you had to wait two, three, four years
1978
02:09:30,471 --> 02:09:33,929
for the third parties
to find their feet on ps2.
1979
02:09:34,100 --> 02:09:37,809
But when they did... you know,
the results speak for themselves.
1980
02:09:41,941 --> 02:09:45,854
Silent hill 2.
The visual leap was notable.
1981
02:09:45,945 --> 02:09:48,982
You know, you went from having
very, very obviously polygon shapes,
1982
02:09:49,865 --> 02:09:53,278
to suddenly rounded characters that are
moving within these 3D environments.
1983
02:09:54,704 --> 02:09:57,537
Gran turismo really showed off,
graphically, what it could do.
1984
02:09:57,665 --> 02:09:59,326
And then you get tekkens for it.
1985
02:09:59,417 --> 02:10:02,124
The visuals are so, so much better.
1986
02:10:02,211 --> 02:10:05,829
It wasn't just Polish,
it was a sense of ambition again,
1987
02:10:05,923 --> 02:10:08,005
and people were
just having fun with it again.
1988
02:10:08,092 --> 02:10:11,710
The ethos of "anyone can create
for this" was still there.
1989
02:10:13,931 --> 02:10:16,368
We'd had a lot of success with formula one
on PlayStation one.
1990
02:10:16,392 --> 02:10:18,724
We took the licence
for world rally championship
1991
02:10:18,811 --> 02:10:21,268
and that first wrc just blew you away
1992
02:10:21,355 --> 02:10:25,223
in terms of a look of a racing game
at that time.
1993
02:10:27,611 --> 02:10:30,227
You look at games
that came out of the London studio
1994
02:10:30,531 --> 02:10:32,487
like singstar and eyetoy: Play,
1995
02:10:32,575 --> 02:10:35,942
their game interface
was either the camera for eyetoy: Play,
1996
02:10:36,037 --> 02:10:37,652
or a microphone for singstar.
1997
02:10:37,747 --> 02:10:40,284
So it made it a lot more inclusive,
and it's something
1998
02:10:40,416 --> 02:10:41,893
I think PlayStation's always been about,
1999
02:10:41,917 --> 02:10:45,375
wanting to include
not just publishers and developers,
2000
02:10:45,504 --> 02:10:47,290
but all sorts of different players
as well.
2001
02:10:49,675 --> 02:10:52,212
Pro evo really exploded at that point
2002
02:10:52,303 --> 02:10:55,340
and PlayStation 2 was the era
of pro evolution soccer.
2003
02:10:55,514 --> 02:10:58,005
It's coming back now
in terms of its popularity,
2004
02:10:58,100 --> 02:11:00,091
but everybody would go and play pro evo.
2005
02:11:00,186 --> 02:11:05,522
Harry Potter, lord of the rings...
Big licences were selling bucketloads.
2006
02:11:05,608 --> 02:11:08,099
I mean, I remember one Christmas,
ps2 came out
2007
02:11:08,194 --> 02:11:11,402
and you had Harry Potter,
one of the lord of the rings titles,
2008
02:11:11,489 --> 02:11:12,979
FIFA and Grand Theft Auto,
2009
02:11:13,074 --> 02:11:17,408
and just selling tens and tens
of thousands of these things.
2010
02:11:17,828 --> 02:11:20,661
So, hugely successful era for Sony.
2011
02:11:20,915 --> 02:11:23,622
I think for buyers of the PlayStation,
2012
02:11:23,709 --> 02:11:26,872
who loved the brand
and who loved the product...
2013
02:11:27,254 --> 02:11:29,745
I think it was maybe a little bit of
an easier sell
2014
02:11:29,882 --> 02:11:34,216
to say this is the newest, latest,
upgraded version of what you love already.
2015
02:11:34,470 --> 02:11:39,510
I think that was probably
not as challenging.
2016
02:11:39,600 --> 02:11:43,184
I mean, the marketing at the time
was fairly left-field.
2017
02:11:49,485 --> 02:11:51,316
David lynch came in to direct the advert.
2018
02:11:51,695 --> 02:11:53,560
It was brilliantly surreal.
2019
02:12:00,162 --> 02:12:02,995
Where are we...
2020
02:12:03,416 --> 02:12:06,249
Disembodied arms
coming out of people's mouths,
2021
02:12:06,544 --> 02:12:08,580
talking ducks wearing suits and stuff.
2022
02:12:08,671 --> 02:12:09,731
It was straight out of twin peaks.
2023
02:12:09,755 --> 02:12:12,963
Welcome to the third place.
2024
02:12:14,760 --> 02:12:18,469
PlayStation 2. The third place.
2025
02:12:18,556 --> 02:12:19,591
And I loved it.
2026
02:12:19,682 --> 02:12:21,343
And I don't think anyone understood it,
2027
02:12:21,434 --> 02:12:23,675
but, you know,
when you're that enigmatic a brand
2028
02:12:23,769 --> 02:12:26,636
people kind of imbue you
with all sorts of wisdom
2029
02:12:26,730 --> 02:12:28,686
when they see crazy stuff,
2030
02:12:29,150 --> 02:12:32,938
and, you know, it obviously joined
the ranks of all the other advertising
2031
02:12:33,028 --> 02:12:35,257
that we'd done with Chris Cunningham
and the likes of that.
2032
02:12:35,281 --> 02:12:37,693
Space pixies and all sorts.
2033
02:12:37,783 --> 02:12:40,820
And, you know,
it became part of our history.
2034
02:12:40,911 --> 02:12:47,032
One of the little-appreciated facts,
and it's almost rather mundane,
2035
02:12:47,126 --> 02:12:50,334
is the fact that the ps2 was a DVD player.
2036
02:12:50,546 --> 02:12:53,538
And we were by far the cheapest DVD player
on the market.
2037
02:12:53,632 --> 02:12:58,547
So, certainly, we were principally,
primarily, a video gaming console,
2038
02:12:58,637 --> 02:13:03,006
but having that secondary feature
of being a really cheap DVD player,
2039
02:13:03,350 --> 02:13:04,590
that helped us a lot.
2040
02:13:04,685 --> 02:13:09,600
And in Spain, the size of the market
tripled overnight
2041
02:13:09,690 --> 02:13:13,182
because our managing director,
James Armstrong,
2042
02:13:13,277 --> 02:13:15,484
made campaigns about DVD.
2043
02:13:16,697 --> 02:13:19,530
And, of course, the Japanese
PlayStation people went berserk.
2044
02:13:19,617 --> 02:13:21,824
"You should've been advertising gt."
2045
02:13:23,037 --> 02:13:25,528
"Hey, you know, people don't have DVDs.
2046
02:13:25,623 --> 02:13:27,100
"They're going to have fo pay
the same price
2047
02:13:27,124 --> 02:13:29,035
"for a DVD player as a PlayStation."
2048
02:13:29,126 --> 02:13:31,913
I said, "buy a DVD player
and get a PlayStation free."
2049
02:13:32,004 --> 02:13:33,414
It was kind of the message.
2050
02:13:35,257 --> 02:13:39,341
And it worked. Spain had
an amazing success with that positioning.
2051
02:13:39,678 --> 02:13:40,713
Amazing.
2052
02:13:41,055 --> 02:13:45,515
PlayStation 2 has set the benchmark
in terms of ambition, even today,
2053
02:13:45,601 --> 02:13:48,889
for what modern video games
can and should be,
2054
02:13:48,979 --> 02:13:54,269
in terms of storytelling, epic graphics,
open world,
2055
02:13:54,527 --> 02:13:57,109
action, fun, excitement.
2056
02:13:57,196 --> 02:13:58,196
Absolutely.
2057
02:17:01,255 --> 02:17:04,793
Because the ps2
was such an enormous success,
2058
02:17:05,134 --> 02:17:08,501
I suspect PlayStation as an organisation
2059
02:17:08,929 --> 02:17:10,214
felt like
2060
02:17:12,141 --> 02:17:13,941
they could get away
with pretty much anything.
2061
02:17:14,768 --> 02:17:20,729
And a $2 billion investment
into a brand-new chip
2062
02:17:21,775 --> 02:17:25,484
that was touted as a supercomputer
2063
02:17:26,321 --> 02:17:30,564
could be seen as probably
2064
02:17:32,244 --> 02:17:34,906
the bravest gamble ever made,
2065
02:17:35,164 --> 02:17:39,328
or one of the most dangerous follies
ever committed by a large company,
2066
02:17:39,418 --> 02:17:42,876
or, potentially, one of the greatest acts
of self-harm.
2067
02:17:43,005 --> 02:17:44,461
You could spin it either way.
2068
02:17:45,048 --> 02:17:47,960
The blu-ray drive when blu-ray
wasn't quite ready.
2069
02:17:48,051 --> 02:17:54,672
It was like a version 0.9 blu-ray drive
that was in the original ps3,
2070
02:17:56,059 --> 02:17:58,596
which was a vastly expensive thing
to manufacture.
2071
02:18:07,279 --> 02:18:11,522
For an engine developer, the ps3 was...
It was a really unique beast
2072
02:18:11,617 --> 02:18:12,948
with the cell architecture.
2073
02:18:13,035 --> 02:18:17,745
To me, I felt like...
A little bit of, "holy crap, I've gotta...
2074
02:18:18,624 --> 02:18:22,162
"I've got to rethink a lot of things
to make good use of this."
2075
02:18:22,294 --> 02:18:25,786
When we heard about the PlayStation 3,
2076
02:18:25,881 --> 02:18:29,544
we saw an opportunity to get out early
on a platform,
2077
02:18:29,635 --> 02:18:31,591
something we really hadn't done before.
2078
02:18:31,678 --> 02:18:37,298
And the opportunity to be a launch title
was incredibly enticing for us.
2079
02:18:39,728 --> 02:18:41,684
So, we came up with resistance,
2080
02:18:41,772 --> 02:18:46,311
this world where the earth's history
was different,
2081
02:18:46,401 --> 02:18:48,642
thanks to the arrival of an alien species.
2082
02:18:50,906 --> 02:18:53,022
Russia and Europe have fallen.
2083
02:18:54,743 --> 02:18:57,655
Resistance: Fall of man was challenging
in a lot of ways.
2084
02:18:57,746 --> 02:18:59,782
It was our first launch title.
2085
02:19:00,207 --> 02:19:02,414
So that made it hard,
2086
02:19:02,501 --> 02:19:05,038
just because you're dealing with hardware
that's...
2087
02:19:05,462 --> 02:19:07,919
Hardware that's new,
the documentation isn't there yet,
2088
02:19:08,048 --> 02:19:11,632
the operating system
is constantly getting changed around,
2089
02:19:11,718 --> 02:19:14,030
you don't know how much memory
you're really going to have at launch
2090
02:19:14,054 --> 02:19:15,907
'cause the operating system
is taking a chunk of it.
2091
02:19:15,931 --> 02:19:18,263
In some sense, it was an awesome design
2092
02:19:19,726 --> 02:19:22,263
for how much power you could get
for the price.
2093
02:19:23,397 --> 02:19:28,482
And in another sense,
it was so different than everything else
2094
02:19:28,777 --> 02:19:31,519
that it was hard for people
to take advantage of it.
2095
02:19:31,613 --> 02:19:34,213
I learned a lot of things
in the process of working on resistance.
2096
02:19:34,616 --> 02:19:37,858
One of the big ones was
don't do a launch title.
2097
02:19:38,328 --> 02:19:39,806
Particularly, don't do a launch title
2098
02:19:39,830 --> 02:19:42,663
for a hardware as complex as
PlayStation 3 was.
2099
02:19:42,916 --> 02:19:46,750
It was perhaps the most difficult project
2100
02:19:46,837 --> 02:19:49,829
that I have worked on in my career.
2101
02:19:50,257 --> 02:19:54,466
Yeah, launch titles. Yeah, nerves.
There's a lot of expectation.
2102
02:19:54,553 --> 02:19:56,259
But so exciting as well.
2103
02:19:56,471 --> 02:19:59,304
And trying to push things
as far as you can
2104
02:19:59,433 --> 02:20:02,516
on a new platform, in a fixed time frame,
2105
02:20:02,769 --> 02:20:04,760
it's the biggest challenges
you're going to get
2106
02:20:04,855 --> 02:20:06,391
as a creator or a developer.
2107
02:20:17,492 --> 02:20:22,077
Motorstorm, / think, was one of
the definitive products for PlayStation 3.
2108
02:20:24,458 --> 02:20:29,578
You're building ahead of the launch
of the hardware, install base zero.
2109
02:20:29,671 --> 02:20:32,754
So, Sony have a role to play there,
to invest in the product with you.
2110
02:20:32,925 --> 02:20:38,670
And it becomes one of
the definitive properties on PlayStation 3
2111
02:20:38,764 --> 02:20:40,095
because it's new.
2112
02:20:40,599 --> 02:20:41,930
Right? Because it's innovative.
2113
02:20:42,017 --> 02:20:46,010
Motorstorm, fo me, epifomised
what a launch title is all about,
2114
02:20:46,104 --> 02:20:49,938
something that's fresh and innovative
in an existing genre.
2115
02:20:54,821 --> 02:20:56,561
Planet earth.
2116
02:20:59,159 --> 02:21:01,650
Or as the rest of the omniverse call it,
2117
02:21:01,954 --> 02:21:03,910
the orb of dreamers.
2118
02:21:04,831 --> 02:21:06,696
The birth of littlebigplanet was
2119
02:21:06,792 --> 02:21:09,158
we'd managed to organise a meeting
with Phil Harrison,
2120
02:21:09,252 --> 02:21:11,538
who was the top man at the time
at Sony.
2121
02:21:13,924 --> 02:21:17,041
Phil Harrison really latched on to
the user-created content side of it.
2122
02:21:17,844 --> 02:21:19,300
I was really getting excited
2123
02:21:19,388 --> 02:21:23,722
by this idea of being able to make a tool
that lets you make games,
2124
02:21:23,892 --> 02:21:29,262
which kind of felt like part of
my spiritual mission somehow. It's like...
2125
02:21:29,356 --> 02:21:32,519
"Well, back in the day I remember
how excited I was about making games
2126
02:21:32,609 --> 02:21:34,440
"and how hard it was
to get into the industry.
2127
02:21:34,528 --> 02:21:38,612
"We can do this thing that allows people
to make games on consoles,
2128
02:21:38,699 --> 02:21:41,782
"which is otherwise really inaccessible
for them to make games on."
2129
02:21:41,868 --> 02:21:46,237
And then, Phil Harrison says, "well,
we want to show this at gdc.
2130
02:21:46,373 --> 02:21:48,434
"We've got this big announcement thing
and we'd like to show it there."
2131
02:21:48,458 --> 02:21:51,416
And we were like, "okay, no pressure."
2132
02:21:51,545 --> 02:21:54,127
To Sony, who were actually getting
quite a hard time,
2133
02:21:54,297 --> 02:21:56,663
you know, with the PlayStation one and 2.
2134
02:21:57,009 --> 02:22:00,126
They'd been really successful.
When you used to go to computer shows,
2135
02:22:00,470 --> 02:22:03,928
getting a ticket to the Sony party
was like gold dust.
2136
02:22:04,016 --> 02:22:07,383
Everyone wanted to go to the Sony parties,
'cause they were so extravagant.
2137
02:22:07,477 --> 02:22:09,433
They used to spend
ridiculous amounts of money.
2138
02:22:09,521 --> 02:22:12,479
But by the time we'd hooked up with Sony,
2139
02:22:12,566 --> 02:22:14,502
they were starting to get a lot of flak
in the press.
2140
02:22:14,526 --> 02:22:16,141
PlayStation 3 was too expensive,
2141
02:22:16,236 --> 02:22:18,818
and they were gelling
a lot of negative press, essentially.
2142
02:22:18,947 --> 02:22:20,778
We showed littlebigplanet at gdc
2143
02:22:20,866 --> 02:22:24,324
and it literally seemed
to turn the tide overnight.
2144
02:22:24,578 --> 02:22:28,491
Suddenly, there was all this love
and attention
2145
02:22:28,582 --> 02:22:30,573
coming towards Sony
for backing this thing.
2146
02:22:30,667 --> 02:22:32,874
And it got to the point where
Sony said to us,
2147
02:22:32,961 --> 02:22:35,668
"well, this sackboy character
that you've got, we really like it.
2148
02:22:35,756 --> 02:22:38,668
"We're kind of thinking of using it
as the mascot for the PlayStation 3."
2149
02:22:38,759 --> 02:22:41,216
We're like, "that's amazing."
2150
02:22:41,344 --> 02:22:43,881
It's like Mario or this kind of stuff,
you know. It was great.
2151
02:22:43,972 --> 02:22:47,339
So, I mean, that was obviously the
basis of a great relationship with Sony.
2152
02:22:48,477 --> 02:22:51,810
We liked what they'd done for us and
they liked what we did for them, and...
2153
02:22:52,147 --> 02:22:53,182
I don't know.
2154
02:22:53,273 --> 02:22:55,673
We've been happily married ever since,
to be honest with you.
2155
02:22:55,734 --> 02:22:58,316
Dear PlayStation,
I got my boyfriend a ps3,
2156
02:22:58,403 --> 02:23:00,815
and he still hasn't hooked it up
to the Internet.
2157
02:23:01,073 --> 02:23:04,110
- What? What is this, 19927
- I know.
2158
02:23:04,201 --> 02:23:05,887
I mean,
if you're not on the PlayStation network,
2159
02:23:05,911 --> 02:23:08,152
you can't get PlayStation home,
ps one classics,
2160
02:23:08,246 --> 02:23:10,487
- you can't download movies, TV shows...
- I know!
2161
02:23:10,582 --> 02:23:12,727
It's like having a bathroom
without an aromatherapy candle.
2162
02:23:12,751 --> 02:23:15,242
- Still gets the job done, but come on!
- He hates...
2163
02:23:15,337 --> 02:23:20,127
Back then, the ability to
sell your games digitally only
2164
02:23:20,217 --> 02:23:22,754
and make the games digitally
from the ground up,
2165
02:23:22,844 --> 02:23:24,175
meant everything.
2166
02:23:24,262 --> 02:23:27,925
Because up until that point,
every design decision you made was about,
2167
02:23:28,016 --> 02:23:31,429
is it compelling enough
to put in a $60 box
2168
02:23:31,812 --> 02:23:35,304
that the buyers at toys "r" us
or best buy or target or Walmart
2169
02:23:36,024 --> 02:23:37,059
are going to vibe with?
2170
02:23:37,150 --> 02:23:40,438
And you were a slave
to that $60 price point,
2171
02:23:40,612 --> 02:23:43,479
and you were a slave
to make sure that your content
2172
02:23:43,573 --> 02:23:45,359
had to appeal to those buyers.
2173
02:23:45,575 --> 02:23:49,193
And now suddenly, that we were going to
open up a digital storefront,
2174
02:23:49,287 --> 02:23:51,824
and we could make games
that were only two hours,
2175
02:23:51,915 --> 02:23:54,907
we could make games
that cost $4 versus $60.
2176
02:23:55,418 --> 02:23:59,627
Literally, that's game-changing,
because those shackles were now removed.
2177
02:23:59,756 --> 02:24:02,463
So, with calling all cars!,
it was us going,
2178
02:24:02,551 --> 02:24:05,588
"let's make a game that
we grew up playing, like arcade games,
2179
02:24:05,679 --> 02:24:09,763
“or games we played in college,
like NBA jam or NFL blitz or whatever.”
2180
02:24:09,850 --> 02:24:10,965
And that was the impetus,
2181
02:24:11,059 --> 02:24:14,301
that we would have never been able to
make that game on ps2 or one,
2182
02:24:14,437 --> 02:24:15,677
not because of the technology,
2183
02:24:15,772 --> 02:24:20,892
but because we couldn't convince retail
to carry a game that small.
2184
02:24:20,986 --> 02:24:24,945
I gave an interview once where
I compared calling all cars! To a pop song
2185
02:24:25,031 --> 02:24:26,441
and god of war was an opera.
2186
02:24:26,616 --> 02:24:29,528
But we could never make pop songs.
Now we can make singles, right?
2187
02:24:29,619 --> 02:24:30,734
So that was awesome.
2188
02:24:31,204 --> 02:24:34,241
So ps3 was many things
to many different people.
2189
02:24:35,208 --> 02:24:37,915
It was definitely a difficult period,
2190
02:24:38,712 --> 02:24:40,873
because a lot of work had fo be done
2191
02:24:40,964 --> 02:24:45,378
to turn around the technical deficit
and the monetary deficit
2192
02:24:45,760 --> 02:24:49,127
created by the launch
of this extraordinary piece of hardware.
2193
02:24:49,306 --> 02:24:51,467
'Cause it was an extraordinary piece
of hardware.
2194
02:24:51,558 --> 02:24:54,925
It was also extraordinarily hard
to get the best out of.
2195
02:24:55,687 --> 02:24:59,100
But people did,
and it did eventually turn into a success.
2196
02:24:59,274 --> 02:25:01,856
But, my god, was that a war of attrition.
2197
02:25:02,110 --> 02:25:03,975
The ps3 clawed it back.
2198
02:25:04,070 --> 02:25:07,858
It lost Sony huge amounts of money
over its lifecycle.
2199
02:25:07,991 --> 02:25:10,357
I mean, they sold a hell of a lot of them,
2200
02:25:10,452 --> 02:25:14,741
but it was by far the least
profitable console Sony's ever had,
2201
02:25:14,831 --> 02:25:18,449
and it took, actually,
Sony years to recover from that.
2202
02:25:18,543 --> 02:25:21,376
The PlayStation that emerged
at the end of ps3
2203
02:25:21,463 --> 02:25:28,426
was a much more gritty, determined,
focused entity
2204
02:25:28,803 --> 02:25:31,715
than, I would say...
2205
02:25:31,806 --> 02:25:33,618
And I'm not saying this
in a personal perspective,
2206
02:25:33,642 --> 02:25:35,132
but from a corporate perspective.
2207
02:25:35,310 --> 02:25:39,019
A much more hubristic organisation
at the beginning of the ps3 era.
2208
02:26:03,004 --> 02:26:05,746
This fast healing stuff
is going to come in real handy.
2209
02:26:07,550 --> 02:26:10,257
Before we launched the ps4,
2210
02:26:10,428 --> 02:26:13,591
there were some observers
who rightly or wrongly thought
2211
02:26:13,682 --> 02:26:15,968
this could be the end of Sony.
2212
02:26:16,059 --> 02:26:17,970
Not just PlayStation. Sony.
2213
02:26:27,112 --> 02:26:28,522
There was a lof at stake.
2214
02:26:28,613 --> 02:26:32,947
And because of this, I have to say,
I'm enormously impressed
2215
02:26:34,077 --> 02:26:40,368
by the bravery and the vision
of the leadership of the organisation
2216
02:26:40,542 --> 02:26:42,282
fo deliver a focused device,
2217
02:26:42,585 --> 02:26:47,420
one that was much less confused
and much more developer-oriented again.
2218
02:26:47,507 --> 02:26:49,107
It was like going back to the beginning.
2219
02:26:49,801 --> 02:26:52,042
"Let's make a machine
that developers love."
2220
02:26:52,971 --> 02:26:54,771
In the early days,
we were riding on hardware.
2221
02:26:55,056 --> 02:26:58,048
We used hardware.
It was very bespoke in some cases.
2222
02:26:58,393 --> 02:27:02,602
It took a lot of time to get to grips
in a lot of cases as well.
2223
02:27:02,689 --> 02:27:05,476
But the individuals that were involved
were small in number,
2224
02:27:05,567 --> 02:27:08,354
but able to make it happen
on PlayStation.
2225
02:27:08,778 --> 02:27:10,814
But the time we get to
the PlayStation 4 era,
2226
02:27:10,905 --> 02:27:12,611
we're talking about much larger teams.
2227
02:27:12,699 --> 02:27:15,065
Not everybody is a specialist
in console hardware.
2228
02:27:15,493 --> 02:27:19,702
We had to make it far broader in appeal
to games teams.
2229
02:27:19,789 --> 02:27:21,620
And I think with PlayStation 4,
we succeeded.
2230
02:27:22,125 --> 02:27:26,459
So the strategy was set,
2231
02:27:27,630 --> 02:27:30,497
the hardware was focuseaq,
2232
02:27:31,092 --> 02:27:34,835
and all that remained
was launch and reception.
2233
02:27:36,014 --> 02:27:38,300
Partners were there,
developers were involved.
2234
02:27:38,391 --> 02:27:42,100
Even independent developers were involved
in the launch of ps4.
2235
02:27:43,855 --> 02:27:45,561
The pricing had been set.
2236
02:27:46,858 --> 02:27:51,192
Decisions about drm and so on,
2237
02:27:51,404 --> 02:27:54,066
which had been so controversial
in other events,
2238
02:27:54,240 --> 02:27:55,446
had also been made.
2239
02:27:58,745 --> 02:28:00,531
I think even we were surprised
2240
02:28:01,122 --> 02:28:05,661
at just how rapturous
the reception was for ps4.
2241
02:28:05,752 --> 02:28:08,038
Because it was a kind of redemption
as well.
2242
02:28:08,129 --> 02:28:11,087
We'd been through the fire with ps3.
2243
02:28:11,633 --> 02:28:13,965
And now everything was on the line.
2244
02:28:14,052 --> 02:28:15,792
We had to get this right.
2245
02:28:16,888 --> 02:28:19,300
And if we didn't,
it could've been the end.
2246
02:28:19,891 --> 02:28:21,597
What we didn't expect
2247
02:28:22,227 --> 02:28:25,811
was that it would be
such an incredible success,
2248
02:28:26,439 --> 02:28:28,646
beyond our wildest dreams.
2249
02:28:29,192 --> 02:28:33,105
But it was the tone with which
we communicated the whole thing...
2250
02:28:33,238 --> 02:28:34,478
"This is for the players.”
2251
02:28:34,614 --> 02:28:35,899
This is for the players.
2252
02:28:41,329 --> 02:28:45,197
For those that leap into battle
in the blink of an eye.
2253
02:28:46,751 --> 02:28:48,992
For the drivers
that compete for their club
2254
02:28:50,130 --> 02:28:51,586
no matter where they are.
2255
02:28:52,298 --> 02:28:56,382
The entire focus of launch
was around players.
2256
02:28:57,595 --> 02:29:00,211
You remember the hubris
from the ps3 years.
2257
02:29:01,808 --> 02:29:05,642
Contrast that with the honesty
and self-deprecation
2258
02:29:05,728 --> 02:29:07,639
of the ps4 launch period,
2259
02:29:07,897 --> 02:29:10,639
and you can see that the organisation
had become transformed,
2260
02:29:10,733 --> 02:29:14,817
to people who were now humble,
passionate and excited
2261
02:29:15,029 --> 02:29:16,314
about this new thing.
2262
02:29:16,573 --> 02:29:19,064
Battle-worn but ready to serve again.
2263
02:29:19,784 --> 02:29:21,570
That attitude, that spirit
2264
02:29:22,579 --> 02:29:24,695
that all began with the first PlayStation.
2265
02:29:24,873 --> 02:29:27,410
One of the things
we can say about PlayStation
2266
02:29:27,500 --> 02:29:28,580
throughout the history is
2267
02:29:28,710 --> 02:29:31,076
there's always been innovation there.
2268
02:29:31,171 --> 02:29:32,786
Obviously, on the hardware side,
2269
02:29:32,881 --> 02:29:34,525
you know,
right back to the first controller,
2270
02:29:34,549 --> 02:29:38,758
and then the dualshock
and the systems on from there,
2271
02:29:38,887 --> 02:29:41,970
you know, there's always been
a desire for innovation.
2272
02:29:42,098 --> 02:29:44,760
And I think
that's always been partnered with
2273
02:29:44,893 --> 02:29:50,263
a strong desire and a commitment
to innovation in gameplay.
2274
02:29:50,482 --> 02:29:54,725
Play station's always been passionate about
a breadth of experiences
2275
02:29:54,819 --> 02:29:59,404
and giving new, different,
innovative experiences to gameplay.
2276
02:29:59,491 --> 02:30:01,982
You know, you can take that
right the way through to vr,
2277
02:30:02,076 --> 02:30:06,490
which is, again, about bringing new,
different kinds of gameplay experiences,
2278
02:30:06,581 --> 02:30:07,912
to people.
2279
02:30:07,999 --> 02:30:11,082
You know, it's something
that PlayStation's always been strong on.
2280
02:30:11,294 --> 02:30:13,580
Never shy to commit to providing
2281
02:30:13,671 --> 02:30:16,879
a really strong, innovative lead
for the industry.
2282
02:30:23,473 --> 02:30:27,307
Virtual reality, which, as yet,
is an unproven space,
2283
02:30:27,393 --> 02:30:30,476
but we're really intrigued
and really excited by it.
2284
02:30:30,647 --> 02:30:34,014
I think developers are still continuing
to come to terms with
2285
02:30:34,108 --> 02:30:37,145
what makes a great virtual reality
gaming experience.
2286
02:30:37,237 --> 02:30:39,569
On a normal game,
you'll just get all the gameplay in
2287
02:30:39,656 --> 02:30:41,146
and you'll optimise at the end.
2288
02:30:41,324 --> 02:30:44,657
But on a vr game, you have to be optimised
right at the start,
2289
02:30:44,744 --> 02:30:47,827
and you kind of have to work
within that constraint.
2290
02:30:47,914 --> 02:30:49,154
So you're starting with a...
2291
02:30:49,249 --> 02:30:52,787
"We must have 60 frames a second,
90 frames a second,
2292
02:30:52,919 --> 02:30:54,455
"120 frames a second.”
2293
02:30:54,629 --> 02:30:57,086
And that's the key thing
that you have to hit.
2294
02:30:57,173 --> 02:30:58,253
If you don't do that,
2295
02:30:58,341 --> 02:31:01,221
then you're going to be in problems
all the way through your development.
2296
02:31:01,511 --> 02:31:04,253
We also...
We have this slightly silly expression,
2297
02:31:04,389 --> 02:31:07,552
which is a lot of our ordinary
non-vr games,
2298
02:31:07,642 --> 02:31:09,098
turn everything up to 11.
2299
02:31:09,185 --> 02:31:12,065
You need to saturate the player
and excite them and get everything going.
2300
02:31:12,522 --> 02:31:16,185
Well, we actually had to reverse
that ruling in vr.
2301
02:31:16,276 --> 02:31:18,016
We had to turn everything down to seven,
2302
02:31:18,278 --> 02:31:20,485
because turning things up
to 10, let alone 11,
2303
02:31:20,572 --> 02:31:22,062
was just too much.
2304
02:31:22,156 --> 02:31:25,569
You couldn't cope with it.
Your mind can't cope with it in vr
2305
02:31:25,660 --> 02:31:27,491
if it's that much going on at the time.
2306
02:31:27,579 --> 02:31:30,696
You need to pace things more carefully
in vr.
2307
02:31:30,832 --> 02:31:33,915
When I look at vr,
we're now inside the game.
2308
02:31:34,419 --> 02:31:37,126
Now, you think as a game creator,
as a game designer,
2309
02:31:37,797 --> 02:31:39,913
that's a paradigm shift totally.
2310
02:31:40,258 --> 02:31:42,465
'Cause we're taking it from the television
2311
02:31:42,552 --> 02:31:45,464
and putting the player
inside the game now.
2312
02:31:45,763 --> 02:31:47,594
I think that vr will be a major shift.
2313
02:31:47,682 --> 02:31:49,673
In the games up until the present
2314
02:31:49,767 --> 02:31:54,352
all of the video, screens, etc.
2315
02:31:54,439 --> 02:31:56,430
Have been put into a square layout
2316
02:31:57,317 --> 02:32:00,480
that 1s there to hold information.
2317
02:32:00,570 --> 02:32:04,609
We've had film as a medium
2318
02:32:04,699 --> 02:32:07,315
for over 100 years now
and this is the first time
2319
02:32:07,994 --> 02:32:10,326
that we've broken through this frame.
2320
02:32:10,413 --> 02:32:13,155
Being able to now create
art, film, and games
2321
02:32:13,249 --> 02:32:16,833
that don't fit into this frame,
2322
02:32:16,919 --> 02:32:20,036
and the question
2323
02:32:20,131 --> 02:32:22,588
of how to go about expressing this...
2324
02:32:22,675 --> 02:32:24,757
I think that the next 2 to 3 years
2325
02:32:25,511 --> 02:32:28,628
will major for this medium
2326
02:32:29,015 --> 02:32:31,927
in terms of how creators and artists
2327
02:32:32,018 --> 02:32:37,058
will use it, and what they will create.
2328
02:32:40,151 --> 02:32:43,609
Yeah, there are a lot of tricks and tips
and things that everyone's learning in vr.
2329
02:32:43,696 --> 02:32:45,687
What you can do, what you can't do.
2330
02:32:45,948 --> 02:32:49,236
Can you move the camera? Can you not?
How do you move around the environment?
2331
02:32:49,327 --> 02:32:52,034
You've got to match the visuals
with the feeling of movement,
2332
02:32:52,121 --> 02:32:53,161
and other stuff like that.
2333
02:32:53,247 --> 02:32:55,112
So, and we're all learning all the time.
2334
02:32:55,208 --> 02:32:59,042
We're pioneering
a new form of visual language,
2335
02:32:59,253 --> 02:33:03,212
just as the early filmmakers
had to work out how edits work,
2336
02:33:03,299 --> 02:33:06,632
how fades and dissolves,
how cutaways work.
2337
02:33:06,719 --> 02:33:08,004
All of that kind of language,
2338
02:33:08,096 --> 02:33:11,008
which most people watching something
won't even think about,
2339
02:33:11,099 --> 02:33:12,826
because it's just something
they intrinsically know
2340
02:33:12,850 --> 02:33:14,841
from watching lots of telly and film.
2341
02:33:15,186 --> 02:33:17,973
And in games,
we have the same kind of stuff.
2342
02:33:18,064 --> 02:33:21,727
But in vr, that language doesn't work
in the same way.
2343
02:33:22,026 --> 02:33:25,109
You have to unlearn those edits,
you have to unlearn that fade.
2344
02:33:25,196 --> 02:33:27,437
You can't use those things any more
2345
02:33:27,824 --> 02:33:29,064
because they just don't work.
2346
02:33:29,867 --> 02:33:32,358
Because it's your view
and you're in that environment.
2347
02:33:32,453 --> 02:33:35,991
If you jump somebody to another location,
it feels weird,
2348
02:33:36,124 --> 02:33:39,662
because you physically jumped,
but you haven't physically jumped.
2349
02:33:39,836 --> 02:33:42,623
So, you get a disconnect
between the senses
2350
02:33:42,714 --> 02:33:46,798
and your rational,
kind of calculating part of your brain.
2351
02:33:47,093 --> 02:33:51,302
So we are dealing with inventing
a new set of grammar
2352
02:33:52,056 --> 02:33:53,796
for a new kind of medium.
2353
02:33:53,891 --> 02:33:56,007
And I think the distinction between
2354
02:33:56,185 --> 02:33:59,973
what's a gaming experience
and a non-gaming experience,
2355
02:34:00,064 --> 02:34:04,728
which hitherto has been, you know,
really clear, really binary,
2356
02:34:04,944 --> 02:34:07,185
I think those lines will start fo blur
2357
02:34:07,280 --> 02:34:10,898
and you will have vr experiences
with a certain
2358
02:34:10,992 --> 02:34:12,948
light touch of interactivity,
2359
02:34:13,035 --> 02:34:15,651
but which still technically
might be games.
2360
02:34:16,164 --> 02:34:18,075
Some of those could be some of the finest
2361
02:34:18,166 --> 02:34:20,999
virtual reality entertainment
experiences you will ever have
2362
02:34:21,085 --> 02:34:23,246
but they will be very simple to enjoy.
2363
02:34:23,421 --> 02:34:25,341
So I think there are
a lot of opportunities in vr
2364
02:34:25,423 --> 02:34:27,129
that we haven't got a clue about.
2365
02:34:27,258 --> 02:34:28,543
But it gives you...
2366
02:34:28,885 --> 02:34:29,965
It's ultimately immersive.
2367
02:34:30,636 --> 02:34:32,968
You're through the looking glass in vr.
2368
02:34:33,055 --> 02:34:35,797
I've not met anybody yet
who's experienced vr
2369
02:34:35,892 --> 02:34:37,428
who's not been blown away by it.
2370
02:34:37,518 --> 02:34:40,260
I think people get the excitement of it,
2371
02:34:40,354 --> 02:34:42,515
they get what they see now,
2372
02:34:42,607 --> 02:34:44,939
but they also get where it can go
in the future.
2373
02:35:14,597 --> 02:35:16,804
The legacy of PlayStation
2374
02:35:16,933 --> 02:35:19,675
and the intent of PlayStation
is in the name.
2375
02:35:19,769 --> 02:35:25,184
It was to combine play, fun, entertainment
2376
02:35:25,483 --> 02:35:29,226
with what you could do with technology
from a workstation.
2377
02:35:29,403 --> 02:35:31,234
And that's where
those two words come from.
2378
02:35:31,322 --> 02:35:33,563
"Play" and "station,"
meaning "PlayStation" together.
2379
02:35:34,075 --> 02:35:37,363
I think that Sony put together
2380
02:35:37,453 --> 02:35:40,035
a fantastic team for the PlayStation.
2381
02:35:41,791 --> 02:35:45,329
They had members from both Sony
and Sony music
2382
02:35:45,461 --> 02:35:48,294
two entirely different teams.
2383
02:35:50,132 --> 02:35:52,794
And there were people like me
2384
02:35:53,845 --> 02:35:57,508
coming from outside of Sony.
2385
02:35:58,057 --> 02:36:02,426
All three types of members
2386
02:36:03,479 --> 02:36:06,016
put their heads together
for the PlayStation.
2387
02:36:06,607 --> 02:36:08,268
This incredible product
2388
02:36:08,484 --> 02:36:10,190
would never have been created
2389
02:36:10,361 --> 02:36:12,397
if Sony hadn't decided on making
the PlayStation.
2390
02:36:12,613 --> 02:36:14,604
A lot of people from different fields
2391
02:36:15,116 --> 02:36:18,153
were able to come together
2392
02:36:19,245 --> 02:36:24,114
and work on gaming hardware.
2393
02:36:24,834 --> 02:36:27,667
The biggest thing I took away from it
2394
02:36:27,753 --> 02:36:31,462
was being able to participate in this.
2395
02:36:33,092 --> 02:36:35,299
The success was not just about
the hardware.
2396
02:36:35,386 --> 02:36:37,502
We were very lucky with cd
coming to fruition.
2397
02:36:37,763 --> 02:36:39,719
The opportunities that cd provided,
2398
02:36:39,807 --> 02:36:43,675
but also, I think, we were able to provide
a product which was very affordable.
2399
02:36:43,895 --> 02:36:46,853
It was appealing to
quite a different age group
2400
02:36:47,106 --> 02:36:49,267
than other machines at the time.
2401
02:36:49,567 --> 02:36:52,149
And, therefore, it was a combination
of hardware, marketing,
2402
02:36:52,236 --> 02:36:53,692
but also some great developers
2403
02:36:54,155 --> 02:36:57,864
who were able to fortunately make the leap
from 2d to 3D,
2404
02:36:58,117 --> 02:36:59,797
because that was not a given
in those days.
2405
02:37:00,411 --> 02:37:02,367
And bringing all these things together,
2406
02:37:02,455 --> 02:37:05,743
ultimately, we were fortunate
in our success,
2407
02:37:05,875 --> 02:37:08,036
but the success was not without
a lot of hard work.
2408
02:37:08,961 --> 02:37:14,422
I think the most lasting legacy
of the first PlayStation was that
2409
02:37:16,177 --> 02:37:21,046
as it was a cd-rom-based hardware
and succeeded in the marketplace,
2410
02:37:21,891 --> 02:37:27,056
that meant that, finally,
the economics started working
2411
02:37:27,146 --> 02:37:30,229
for the game creators
rather than against the game creators.
2412
02:37:30,566 --> 02:37:33,649
PlayStation has been a massive step,
2413
02:37:33,736 --> 02:37:37,649
a massive moment,
for the home console games market.
2414
02:37:37,740 --> 02:37:40,277
I think what PlayStation brought to it...
2415
02:37:40,368 --> 02:37:42,950
Obviously, innovation
and new ways to play,
2416
02:37:43,245 --> 02:37:45,156
but also this inclusive spirit.
2417
02:37:45,247 --> 02:37:50,162
We really wanted to include
the best talent, the best creators,
2418
02:37:50,294 --> 02:37:52,535
third parties, publishers,
2419
02:37:52,797 --> 02:37:55,584
because we know the more people
we can include
2420
02:37:55,675 --> 02:37:58,508
making games,
making the best games possible,
2421
02:37:58,678 --> 02:38:00,464
the better it is for the players.
2422
02:38:00,554 --> 02:38:02,294
And we've always put the players
2423
02:38:02,390 --> 02:38:04,802
at the heart of
what PlayStation should be about.
2424
02:38:05,309 --> 02:38:10,554
When I first joined the PlayStation
team I was in my early 20s
2425
02:38:14,110 --> 02:38:18,479
and one thing that everyone
was talking about then
2426
02:38:22,535 --> 02:38:26,653
was the desire to make playing
video games a cooler activity.
2427
02:38:27,248 --> 02:38:29,159
Everyone was saying that.
2428
02:38:32,420 --> 02:38:36,538
This was one of the goals
in making the PlayStation.
2429
02:38:39,260 --> 02:38:43,799
Perhaps then, it's fair to say
2430
02:38:43,889 --> 02:38:49,304
that their goals have come true now.
2431
02:38:49,395 --> 02:38:55,516
Video games are definitely
a normal part of our lifestyle now.
2432
02:38:56,777 --> 02:39:01,066
The fact that adults can play
them without feeling self-conscious
2433
02:39:02,491 --> 02:39:04,857
is a pretty major effect
that the PlayStation
2434
02:39:04,952 --> 02:39:07,284
has had on us, wouldn't you say?
2435
02:39:07,371 --> 02:39:08,861
I personally feel that this is so.
2436
02:39:08,998 --> 02:39:10,283
They've done so much...
2437
02:39:10,374 --> 02:39:13,707
You know, ip creation, wonderful games,
wonderful tech,
2438
02:39:13,794 --> 02:39:14,909
now into vr.
2439
02:39:15,296 --> 02:39:17,082
But I think one of the core things
2440
02:39:17,214 --> 02:39:20,547
that PlayStation really did
for the industry was really
2441
02:39:20,760 --> 02:39:24,628
throw those doors open to everyone
and say, "games can be for all of us."
2442
02:39:24,972 --> 02:39:27,634
It's not just this very small niche hobby.
2443
02:39:27,767 --> 02:39:30,554
It is a viable medium of entertainment.
2444
02:42:00,502 --> 02:42:05,087
And now, a real Japanese guy
from a really big Japanese company.
2445
02:42:05,799 --> 02:42:06,879
In Japan.
203757
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.