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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.

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