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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

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