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Old 10-26-2009, 03:07 PM   #1
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The Naughty Dog Episode

The most recent in our series of interviews with people who are too good for us is available here.

The show counts itself among the very lucky this week, as Amy Hennig and Neil Druckmann (profoundly well-behaved Dogs, both) have agreed to share a generous portion of their vacation time discussing the development and reception of Uncharted 2, as well as answering the many questions presented by our audience.

The powerful affection for the Uncharted series is evident in its sales figures, its review scores and the forum discussions of its player-base, and Naughty Dog are deserving of all the praise they've received. Their success in this medium is the result of a first-class work ethic and attention to detail, and in no small part to a practical genius they'd likely never admit.

We'd like to thank Amy and Neil once again for enduring our praise, and for soliciting the unusual discussion you'll hear on the back half of this interview. Enjoy.
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Old 10-26-2009, 04:19 PM   #2
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If it had occured to me prior to the interview, I would have asked them what they think of the Japanese cover art for Uncharted 2. Ye gods!

Can't wait to listen to the interview. I just wrapped up the game tonight and it was amazing.
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Old 10-26-2009, 04:37 PM   #3
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If it had occured to me prior to the interview, I would have asked them what they think of the Japanese cover art for Uncharted 2. Ye gods!
"To answer your first poster for this episode... I love the Japanese box art and I would easily buy a poster of it if I could."

- Neil Druckmann
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Old 10-27-2009, 04:58 AM   #4
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Great episode as always, especially the discussion in the later half.
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Old 10-27-2009, 05:45 AM   #5
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Funny timing hehe, I just listened to another podcast with Amy on although that one's a year old

Awesome episode, but how do you guys manage to get so many industry people on the line when you're just on the fan side of things?
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Old 10-27-2009, 06:34 AM   #6
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"To answer your first poster for this episode... I love the Japanese box art and I would easily buy a poster of it if I could."

- Neil Druckmann
How many psychotropic medications is that guy on? Ye gods. I think he's the only person on the planet to feel that way about the Japanese box art.
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Old 10-27-2009, 08:36 AM   #7
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Awesome episode, but how do you guys manage to get so many industry people on the line when you're just on the fan side of things?
I've always wondered this, too. I'm guessing it has something to do with Scott's background in over-the-air radio and... other talents.
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Old 10-27-2009, 10:02 AM   #8
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was a good discussion of how the game was made, just wish user questions went above 2.

lol, looking at the thread, i guess there wasnt a lot of questions. oh well. so james, how drenched did scott's mic get?

was hillarious to hear james get called out and wimp out.
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Old 10-27-2009, 10:21 AM   #9
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was a good discussion of how the game was made, just wish user questions went above 2.
That I can remember and looking back at the thread, at least 7 questions submitted were answered. I can easily ask yours and Siraris' in an email which I will do shortly and get back to you when I get a response.

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was hillarious to hear james get called out and wimp out.
Wimp out? Not really sure I am following you there.
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Old 10-27-2009, 11:39 AM   #10
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I think Nab would rather I had not put the brakes on when I was asked to go into detail about my opinions. Remember that we haven't posted the regular show content from that session yet, so it probably looks like I had abandoned my convictions. That's legitimate.

I very much wanted to save some of my feelings for our regular episode, but I'm also not terribly comfortable with interviews, which is why I usually decline to participate. If my opinion of our guest's work is favorable, then I'm usually well represented by listener questions and the comments of my co-hosts. If my opinions are negative, then I personally think we're better off with me out of the room.

We aren't journalists and we're not shock jocks, so asking the tough questions isn't necessarily a part of our routine. It's my own personal hangup, and it might be working against us, but I hate the idea of asking someone onto our goofy little show and then dumping my (sometimes very severe) criticism all over them.

However, in this particular case, I stood down because these folks are uniquely game for discourse, and would probably go the distance with me on every point I chose to mention, which is both exhilarating and humbling. I relish the idea of having a genuine conversation with a receptive developer, but I had a sense we were in the wrong place and had too little time to spare.

Or I'm a pussy.
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Old 10-27-2009, 11:58 AM   #11
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Whatever, this still is one of the most awesome interviews I've ever heard. Can't wait for the second half of the show.
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Old 10-27-2009, 12:03 PM   #12
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I don't know, I think you walked the line pretty well.

You did back down initially, but it seemed the more comfortable you got, the more you were willing to open up on them; of course it ended soon after (or it seemed like it). I always wonder how I'd do in those situations, since I wouldn't be there to to give them a handjob, but at the same time I wouldn't want to scare away potential acquaintances.

But it's a shame that so many answers were, "We didn't have enough time," moreso considering it was a self-imposed time constraint. But that's business.
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Old 10-27-2009, 12:26 PM   #13
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how do you guys manage to get so many industry people on the line when you're just on the fan side of things?
That may actually be the appeal to some of the people we get. I know Mark Hamill even mentioned in the interview that he wouldn't normally do something like that, but he's all about the little guys taking on the big guys - even though we're not out to take on anyone, really.

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I've always wondered this, too. I'm guessing it has something to do with Scott's background in over-the-air radio and... other talents.
As for how it's done, it has nothing to do with any background at all. In fact, only ONE of the interviews we've ever done has come from my association with my actual job, and that wasn't even gaming related (Charlie Duke).

Really, you just find the people you want to have on the show and work your way backwards to go through the proper channels. Sometimes it works (David Hayter) and sometimes it doesn't (Criterion).
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Old 10-27-2009, 12:50 PM   #14
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We aren't journalists and we're not shock jocks...
IGC is at least as good an example of journalism as anything else out there. Sure, there's not really any news reporting, but commentary and analysis is a legitimate part, too.

The more I think about it, CoG handles itself as equal parts news network and community site. IGC is a big part of that, even if it's not on the reporting arm. We have news posts from DoctorFinger et al for that.

You guys play it off, but the fact is we wouldn't be listening to all these interviews and getting a show that's longer and packed with more content than some of the "professionals" produce if you didn't take it so seriously.

Also, is it weird that you called your own show goofy, yet I'm the one left feeling offended?
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Old 10-27-2009, 01:12 PM   #15
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I think Scott's a great interviewer
Better than the people who usually conduct interviews with developers, but maybe that's not surprising if he works in radio
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Old 10-27-2009, 04:09 PM   #16
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Great interview guys, it's great to see professionals in the industry that show alot of maturity and compassion for their work.
I loved the game, the story is compelling and hard to stop playing through.
But I feel that one of the reasons that the museum level was so out of place was that it introduced stealth kills, but you lack the ability to sneak or crouch walk. Without any other form of stealth, it just felt out of place and sneaking could have taken some of the linearity out of the levels that started to wear on me towards the end.
My firefights started to all feel the same in that i would enter the level, stealth kill a few bad guys and dump rounds into the rest.
I'm not asking for a ground humping snake or a super spy with NVG's, either, just another way to approach a battle.
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Old 10-27-2009, 10:45 PM   #17
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[ENTER ESSAY OF EXCUSES HERE]

Or I'm a pussy.
thats all i saw, i get it now, i didnt know there was more!!! WAHOO!

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That I can remember and looking back at the thread, at least 7 questions submitted were answered. I can easily ask yours and Siraris' in an email which I will do shortly and get back to you when I get a response.

Wimp out? Not really sure I am following you there.
not a big deal man, im used to no customization at this point. just odd to me that a game with great visuals has a crosshair that could have come from doom 2.
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Old 10-27-2009, 11:05 PM   #18
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thats all i saw, i get it now, i didnt know there was more!!! WAHOO!
We were there from 6:30 to about 11. It was a long night for us and you get two shows this week out of it. One being the interview and the other being our regularly scheduled programming - which should be coming your way soon.

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not a big deal man, im used to no customization at this point. just odd to me that a game with great visuals has a crosshair that could have come from doom 2.
Actually, it reminded me to send in those questions. I'd actually wanted to do that anyway. But it had me worried that I had mixed in my own questions with that of the community and perhaps skipped over their chunk of questions.

Also, your question in that thread brings up a good point about some of the frustrations Naughty Dog has when trying to figure out the criticisms of the game. As James said, they really are very receptive when it comes to feedback on what they've done. They want to move that ball down the field.
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can you please tell the team that a new or customized crosshair would be nice?
I'm in no way trying to represent ND here on this, but they might actually ask these next few questions. As for me, I'm asking just for my own sake of curiosity, what's wrong with the crosshair as it is now? What bothers you about it? How would you make it better?

As well, could you point me to a game that has customizable crosshairs? It isn't I don't think they exist or that you can't do it - I know they do and I know you can. Its been forever since I can remember, not only having the option but, even caring about it in the first place. I just can't think of any at the moment, and I'd like to go back and see that implementation.
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Old 10-28-2009, 05:23 AM   #19
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While I'm perfectly happy with the crosshairs in Uncharted 2, there are a lot of games that give you a variety of crosshairs to choose from. Some games have the standard + style crosshairs. Others give you a selection of ones ranging from a laser dot to a triangle to different sizes. I think that might be what Nab is talking about.
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Old 10-28-2009, 06:31 AM   #20
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Im usually not a fan of developer interviews because they are restricted on what they can and can't say and so they lack substance. It was a breath of fresh air that a developer was open to constuctive criticism in an interview and actualy pressing for feedback. I tip my hat to both the guys at IGC and Naughty dog. I wish more developers would do this, even as a post-mortem a year after release.

Also just want to air my total appreciation to you guys for what you do week in week out. Its my favourite podcat and you guys do a great job.

(Out of curiosty how many listeners do you have or can you tell? whatever it is its not enough)
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