Playstation's Best
Playstation's Best
Playstation's Best
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TALKING Jason Rubin<br />
JASON RUBIN IS THE COFOUNDER, along with<br />
Andy Gavin, of developer Naughty Dog. The two<br />
founded their company in 1986 when they were only<br />
sixteen years old, and went on to develop games for<br />
the PC, Amiga, Genesis and 3DO. The team signed<br />
a publishing deal with Universal Interactive in 1994.<br />
Their first title under the deal? Crash Bandicoot.<br />
You signed with Universal in 1994 - what type of direction did<br />
they give you for the games in your contract? Was there ever a push<br />
to develop a mascot-style game?<br />
When Naughty Dog first signed with Universal Studios,<br />
we had a “first look deal.” We decided what type of game<br />
we wanted to make and they had a right to look at them<br />
before anyone else did. The decision to make a character<br />
action game and the basic design of the game predate<br />
Universal Interactive Studios. We actually came up with<br />
the idea while driving from Boston to Los Angeles to<br />
begin working with them. We think it actually happened<br />
in Iowa. When we decided months later to target the<br />
game for the PlayStation, as opposed to the Saturn or<br />
N64, we started talking about making a “Sonic for Sony”<br />
because we were the only company that was working on a<br />
character action game for the system. Sony didn’t see the<br />
game until at least 6 months later.<br />
Sony talked often about their development tools and libraries. In<br />
the early days of the Playstation, how did dev for the Playstation<br />
compare to the other systems you had worked on?<br />
Naughty Dog was never the type of developer that used<br />
tools even when they were provided. We tended to go<br />
“straight to the hardware” regardless of what the hardware<br />
manufacturer offered. Doing so on the PlayStation was<br />
many times simpler than on its successors, however!<br />
Crash was very successful in Japan. How did Naughty Dog crack<br />
that market?<br />
I wish I knew a definitive answer to this question. We<br />
spent a good amount of time listening to our Japanese<br />
producer’s advice, changed content and game balance<br />
specifically for that market, read about Japanese culture,<br />
focus-tested, and spent time in Japan. Sony’s Japanese<br />
marketing efforts for Crash were revolutionary. And since<br />
most Japanese developers were tied to the competing<br />
hardware (Miyamoto-san at Nintendo, and Naka-san at<br />
Sega), we were given a less competitive playing field than<br />
might have been the case. In any event, when the<br />
PlayStation took off, Crash took off. Crash 3 was the<br />
most successful game created and developed by a foreign<br />
studio in Japanese history. It still holds this record as far<br />
as I know.<br />
Where did the idea for the character Crash Bandicoot come from?<br />
We had the idea of taking a common creature, familiar in<br />
name but not look, and “kidnapping” it. Examples of<br />
this are the “Tasmanian Devil” and “RoadRunner” which<br />
are real creatures that most people picture as the Warner<br />
Brothers cartoon characters. Since so many of them were<br />
Australian, we got a book on Australian Marsupials and<br />
picked the “Wombat.” Thankfully we switched to the<br />
Bandicoot, an actual creature that tends to interfere with<br />
Tasmanian and Australian gardening. Since he smashed<br />
boxes, we named him Crash. There were many people<br />
involved in the design including the Naughty Dog team,<br />
Mark Cerny of Universal Interactive Studios, and Charles<br />
Zembillas and Joe Pearson, two Hollywood television and<br />
movie animation designers.<br />
Even as the Playstation welcomed the age of “games for adults,”<br />
Naughty Dog’s titles have remained family friendly. Why is this,<br />
and what is your opinion about the adult content that we saw during<br />
the Playstation era?<br />
The PlayStation broadened the game market, and later<br />
systems and the passage of time continue to broaden the<br />
game market. As a result, a wider variety of games are<br />
being made to serve the more diverse tastes of the market.<br />
This doesn’t make younger fare obsolete. Just because<br />
zombie and other horror movies are popular lately, it would<br />
be odd to ask Pixar why they don’t make horror films.<br />
The media often reported that it was Crash vs. Mario in 1996.<br />
Was that a fair (or meaningful) comparison?<br />
Both fair and meaningless. Many consumers had to make<br />
a decision which system they were going to buy. Crash<br />
and Mario were the top sellers. Deciding which game you<br />
wanted to play might be the deciding factor in which<br />
system you were going to buy. At the same time, they<br />
were very different games trying to achieve very different<br />
goals. I have to admit, the press helped. If you get in the<br />
ring with the champ, the worst you can be when you step<br />
is number two. And that’s a pretty good place to be.