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#1 |
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Reporter
Join Date: Sep 2008
Posts: 177
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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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James - In-Game Chat
Last edited by fishbang; 10-26-2009 at 04:14 PM.. |
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#2 |
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Turn Me
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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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#3 | |
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A Guy In A Red Jumpsuit
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- Neil Druckmann |
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#4 |
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Colonist
Join Date: Oct 2008
Posts: 63
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Great episode as always, especially the discussion in the later half.
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#5 |
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Colonist
Join Date: Oct 2008
Posts: 348
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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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#6 |
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Turn Me
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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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Like obscure games? Check out Turning The Spigot every Sunday for hidden gems! |
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#7 |
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Colonist
Join Date: Oct 2008
Location: Portland, OR
Posts: 53
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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.
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XBL: Count Elmdor PSN: ParsecParallax Steam: MonolithicTentacledAbomination 9 Parsecs from Caladan Call Of Podcast |
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#8 |
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Colonist
Join Date: Sep 2009
Location: So Cal
Posts: 87
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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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My Gaming Podcast: Damnit Slam Show |
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#9 | |
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A Guy In A Red Jumpsuit
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Wimp out? Not really sure I am following you there. |
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#10 |
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Reporter
Join Date: Sep 2008
Posts: 177
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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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James - In-Game Chat
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#11 |
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Colonist
Join Date: Oct 2008
Location: Portland, OR
Posts: 53
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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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XBL: Count Elmdor PSN: ParsecParallax Steam: MonolithicTentacledAbomination 9 Parsecs from Caladan Call Of Podcast |
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#12 |
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A Scientist Salarian
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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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#13 | ||
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A Guy In A Red Jumpsuit
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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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#14 |
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Prizefighter
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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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XBL & PSN: Vigil80 Steam & Impulse: WarmMachineME Now playing(360/PS3/PS2/PC): WWE SvR 2010 / Mass Effect 2 / Star Trek Online |
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#15 |
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Colonist
Join Date: Oct 2008
Posts: 348
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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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#16 | |
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Colonist
Join Date: Jun 2009
Location: Akron, OH
Posts: 302
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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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Xbox 360/Zune: Zecon PSN: Amishootyou Quote:
Last edited by Zecon; 10-27-2009 at 05:15 PM.. |
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#17 | |
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Colonist
Join Date: Sep 2009
Location: So Cal
Posts: 87
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thats all i saw, i get it now, i didnt know there was more!!! WAHOO!
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My Gaming Podcast: Damnit Slam Show |
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#18 | |||
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A Guy In A Red Jumpsuit
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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. Quote:
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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#19 |
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Turn Me
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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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Like obscure games? Check out Turning The Spigot every Sunday for hidden gems! |
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#20 |
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Colonist
Join Date: Oct 2008
Posts: 26
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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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