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Archive for Jak & Daxter

PS2 Memory Lane

Apr25

I was recently asked a couple of questions about the early days of Playstation 2 development…

My first dev unit looked more or less like this

My first dev unit looked more or less like this

Can you remember your first reaction when you saw the PS2 for the first time?

My first PS2 glimpse was hardly typical. In the spring of 1999, I had to go down to LAX and claim my prototype unit. It was one of the first to leave Japan (a few weeks earlier we had sent an employee to Tokyo to get one and he’d been turned back at the airport because the customs people thought it might be a weapons computer!). It took several hours of walking paperwork around freight offices behind the airport to claim my prize. When I did, I dug through the giant crate of peanuts to uncover a handmade aluminum cube about 18 inches square, filled with wire wrapped circuit boards. It smelled like ozone. The shell was a bit bent in transit and I was terrified it wouldn’t work. But it did.

What most impressed you technically when you started to work with PS2?

At first, the thing was a beast. Well, later it was still a beast. But what was really impressive once you got into it was how much floating point vector math you could do on the vector units if you took the time to program them. This was HARD. Seriously HARD, but the things worked all from on chip memory and were ridiculously powerful for the time.

Did you notice any wider changes to gaming, culturally for example, as a result of the PS2′s impact?

The PS2 had sufficient horsepower to make games look fairly realistic. You could actually put motion captured human models in a game and have them look okay. On the PS1, this was hopeless. Take a look at how blocky Lara Croft was back in the day and you’ll see what I mean. The ability to have human characters drove the whole style of games in a much more realistic and film-like direction. Before that, games were much more cartoon in style.

The more official dev unit that came many months later

The more official dev unit that came many months later

What one, stand-out factor do you think helped PS2 become so successful?

It was small. It played DVDs. The price was reasonable, and the games rocked.

What do you think was PS2′s most technically accomplished or innovative game and why?

I’d say that the Jak & Daxter games were certainly among the most technically accomplished. Our engine was really customized for the machine, and it was a machine that really rewarded custom design. The architecture wasn’t like anything else. But we were evolutionary in game design and there were certainly games that innovated more in genre. The PS2′s middle and late periods brought some really innovative and creative games like Katamari Damacy, Ico, Shadow of the Colossus, and Okami.

What do you think will be PS2′s lasting legacy?

I think the Playstation in general, and the PS2 in particular, really brought video games out of the Mario/Zelda kiddie style and into direct parity with the other broad entertainment mediums like film. The stylistic line between an effects laden blockbuster and a big video game is very thin. There’s even been a lot of back-flow as video game sensibilities push into other mediums.

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Related posts:

  1. Jak & Daxter Q&A
  2. Crash goes to Japan – part 1
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  4. Making Crash Bandicoot – part 2
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By: agavin
Comments (5)
Posted in: Games
Tagged as: Jak & Daxter, Japan, Katamari Damacy, Playstation, PlayStation 2, Shadow of the Colossus, Sony, Video game

Jak & Daxter Q&A

Sep12

What was the original concept for the game and how/why did you come up with it? Was it a deliberate attempt to create a PS2 mascot to rival Crash?

Of course we wanted the J&D franchise to be as big (or bigger) than Crash. And while this didn’t come to be, it was certainly our goal. The formulation of new game ideas involves two aspects: genre and style.

As to gameplay genre: On the PS1, good looking free roaming 3D seemed impossible. The machine lacked any hardware sorting or clipping, and had a relatively low polygon count. Plus, the AI challenge of creating a camera that didn’t leave players puking was extremely daunting. So we locked down the viewpoint to improve graphics and focus on traditional Donkey Kong Country style gameplay.

But with Mario 64, Miyamoto showed that free roaming was possible, albeit on the N64 and with no small dose of camera frustration. By the time we began Jak & Daxter (January 1999) newer games like Banjo-Kajooie vastly improved the playability. Clearly, on the PS2, full 3D could be great.

Did you draw inspiration from anywhere in particular for the game’s look and feel?

With regard to style: With Crash we enjoyed enormous worldwide success in no small part due to our collaboration with Sony’s worldwide producers. So for J&D we set out to create a character and environment that merged elements from worldwide cultures. You can see the result in Jak, who is a hybrid of western cartoons and eastern manga.

We asked every Naughty Dog artist to spend a couple of days sketching concepts for the look of the game. We threw these on a giant table and picked elements we liked as a group.

It was an ambitious title for its time – what were your biggest challenges in realising your original vision? Was it a rocky development?

Like every first on a system Naughty Dog game, Jak had a rocky development. First of all, the PS2 was ludicrously difficult to program, particularly in those early days when no workable examples or libraries existed. On top of that, I made the audacious choice to write the entire game in a programming language of my own design called GOAL, creating a brand new compiler and debugger from scratch. In addition, to realize the ambitious graphical goals we invented a roster of brand new technologies: several different level of detail systems, perhaps 10 rendering engines, seamless loading from DVD, advanced runtime physics, and joint animation systems to rival the offline tools. It was really really crazy and basically took us about 20 months just on the engineering side before the engine was able to produce the kind of levels we wanted.

Can you tell me more about the mooted 3rd character and why it was axed?

There never were any serious plans for a third character. But we had more ambitious plans for Daxter in the beginning. He was supposed to be able to hop off your shoulder and run around and do stuff. That didn’t happen until the second game. Same with the vehicle stuff. We squeezed the racer in, but barely, and we had much more aggressive plans for it.

How close to your original concept was the finished game?

Very close. We wanted to put you into this beautiful fully rendered fantasy world and yet to allow full interactive exploration. We wanted no loading, elaborate storytelling, a camera you didn’t need to manually control, and both classic platform and vehicle gameplay.

Which element of the game are you most proud of, and which element, if any, do you feel fell short?

I’m both most proud and most torn over GOAL, my custom language and development environment. This ended up being so much harder than I thought, and is certainly the most sophisticated programming I’ve done in my career. In the end it was pretty awesome, although not without its quirks. I’m also supremely proud of our completely load-free seamless-world . We were the first to do this (I even have a patent on it!), and few have attempted since. It was a lot of work! And let’s not forget Jak’s control, which I personally programed. Jak has really good control, as good as any game ever. His animation is incredibly fluid, yet he is supremely responsive to both the player and the environment. Even basic elements of his control system were written and re-written a dozen times.

How would you like the first Jak & Daxter to be remembered? What has it brought to the medium of video games?

The single most important thing that J&D brought to the medium (and there are countless smaller things) is its consistent and complete integration of the game and story elements. This comes to full fruition in Jak 2, and continues peerlessly today in newer Naughty Dog games like Uncharted. Jak has a detailed and involved story, but it’s never a semi-interactive movie, it’s a video game! The storytelling does not come at expense of the gameplay.

Which of Naughty Dog’s big PlayStation characters – Crash, Jak & Daxter, or Nathan Drake – is closest to your heart, and why?

Crash and Neo Cortex are my favorites, and I also have a really big sweet spot for Daxter (who is such a hoot). The Uncharted characters are awesome too, but I can’t take any responsibility for them, so the connection isn’t as personal. And don’t get me wrong, I love all of my babies, even back to the forgotten ones like Keef the Thief, but really Crash’s wicked orange grin melts my heart, and Cortex is who I secretly wanted to be… If I were a cartoon :-)

This interview was originally posted here.

If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
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Latest hot post: WOW Endgame Analysis!

Related posts:

  1. Jak & Daxter Collection
  2. Jak & Daxter Return
  3. Jak & Daxter Retrospective
By: agavin
Comments (28)
Posted in: Games
Tagged as: Daxter, Jak, Jak & Daxter, Playstation, Sony, Video game

Jak & Daxter Retrospective

Feb15

A video interview of myself and other Jak & Daxter team members talking about the game 10 years later.

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By: agavin
Comments (43)
Posted in: Games
Tagged as: interview, Jak & Daxter, Naughty Dog, retrospective video, video

Jak & Daxter Return

Feb06


A couple of weeks ago I went back to Naughty Dog to do some interviews for the Jak & Daxter Collection, which releases tomorrow (February 7). And of course you should go buy this right away, only one click AFTER you buy my novel, The Darkening Dream. But my thoughts about the visit have been logged on the Naughty Dog blog:

While I’m still good friends with many Naughty Dogs and frequently see them socially, it’s been a couple years since I was in the office itself – and this was my first time in the new gigantic Watergarden 2.0 space.

Wow! My baby is all grown up and popped out a helluva pack of rugrats. When I left, the office was 25,000 sq/feet and we had about 80 people – which at the time, seemed enormous enough – now it’s over twice that big with more than twice the folks. From the walls hang giant murals of Naughty Dog masterpieces. It’s enough to make you feel small…

You can find the full post here!

I also got the chance to catch up with all my friends, virtual and real.

Pack leaders old and new! Left to right Christophe, me, Jason, and Evan.

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By: agavin
Comments (12)
Posted in: Games
Tagged as: Jak & Daxter, Jak & Daxter Collection, Jak and Daxter: The Precursor Legacy, Naughty Dog, Playstation 3, PlayStation Blog, Uncharted, Video game

Announcing the Naughty Dark Contest

Jan02

This is the kickoff post for my new experimental — and hopefully permanent – giveaway program. Via this contest you, dear reader, will have the opportunity to win signed copies of Crash Bandicoot and Jak & Daxter games as well as my books and cool toys. All you have to do is participate in my gleefully elaborate scheme to help sell and promote my new novel, The Darkening Dream.

A detailed list of prizes and rules can be found here!

Or by clicking anytime on the big contest icon in the sidebar.

So if signed copies of any of the following look up your alley, read the rules and participate! And even if you aren’t a collector they apparently have significant dollar value because a set of four signed Crashs sold on Ebay recently for over $453!

Giveaways
Giveaways
21 photos

Related posts:

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  5. 11 reasons you should buy The Darkening Dream
By: agavin
Comments (5)
Posted in: Contests, Darkening Dream, Games
Tagged as: Andy Gavin, Contest, Crash Bandicoot, free, Giveaways, Jak & Daxter, Naughty Dog, Prizes, The Darkening Dream

11 reasons you should buy The Darkening Dream

Dec26

1. It’s a great book.

2. It’s only $2.99 — but the price might go up soon.

3. You loved Crash Bandicoot.

4. You loved Jak & Daxter.

5. I was a great boss, friend, or co-worker.

6. My vampires don’t sparkle.

7. There are several beheadings.

8. Decrepit ancient Egyptian gods are cool.

9. The girl on the cover is really cute.

10. I handed you a glass of $100 wine at some point.

11. The book includes a “cesarian by vampire scene.”

And 4 refutations to your protests:

1. I’m poor – but it’s only $2.99.

2. I don’t have a Kindle – you can read Kindle books on a smartphone, iPad, or the web.

3. I’m too lazy to click twice – bad excuse.

4. I don’t read – do you really want to admit that?

Buy it now!

Then after you do, retweet, share, like, or otherwise spam this post or a link to the book on all of your social media! :-)

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By: agavin
Comments (6)
Posted in: Darkening Dream
Tagged as: Amazon Kindle, Andy Gavin, Crash Bandicoot, E-book, IPad, Jak & Daxter, Kindle, Naughty Dog, The Darkening Dream

Naughty Dog – 25 Years!

Dec23

www.vg247.com has written a very nice piece on Naughty Dog’s 25th anniversary.

There’s been a few anniversaries in the gaming world this past year: Ubisoft’s 25th, Blizzard’s 20th. But it seems there may have been one that slipped under the radar, which is a big surprise considering this studio is now perhaps one of the most widely-recognised on the triple-A scene.

Naughty Dog is 25 years old this year.

But all things have an origin.

Jamming, man

In 1986, high school students Andy Gavin and Jason Rubin joined forces to found what was then known as Jam Software. The pair had been experimenting with computer programming, tooling around with C++, before combining their talents.

But it was in 1989 that the first seeds of the company as we know it today were sown. Making a new beginning, Jam Software was renamed Naughty Dog, with EA-published RPG Keel The Thief for Apple IIGS, Amiga and PC the first release under the new moniker. Its next effort, Rings of Power for the Genesis or Mega Drive, arrived in 1991 – another RPG published by EA.

And in 1994, Naughty Dog developed a 3DO fighting title for the now defunct Universal Interactive Studios (better known in recent years as Vivendi Games) called Way of the Warrior, with both single-play and multiplayer.

Based on Way of the Warrior’s success, Mark Cerny, then head of Universal Interactive Studios, agreed to back the company’s next games. What came afterwards signaled the beginning of Naughty Dog’s true success.

“Whoa!”

In 1996, with a distribution deal secured, Naughty Dog released a unique platformer called Crash Bandicoot. It was published by the fresh-faced Sony Computer Entertainment, which had released its debut console, the PlayStation, over 1994 and 1995.

Despite a few errors (our first game was actually published in 1985) this is a nice article with lots of good stuff and some fun videos from the different eras. Check out the full text here.

And if you are interested in what I’m doing now, here.

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  5. Crash Bandicoot as a Startup (part 7)
By: agavin
Comments (14)
Posted in: Games
Tagged as: Andy Gavin, Apple IIGS, Crash Bandicoot, Jak & Daxter, Jason Rubin, Mark Cerny, Naughty Dog, Playstation, Video Games, Vivendi Games

Jak & Daxter Collection

Nov22

I’m happy to announce that Jak & Daxter will make its PS3 debut this February with the launch of the Jak and Daxter Collection. This is an awesome way for a new generation of gamers to experience (or re-experience) three of Naughty Dog‘s PS2 masterpieces.

The Jak and Daxter Collection features three classic Jak and Daxter titles – Jak and Daxter: The Precursor Legacy, Jak II, and Jak 3 – all three of which I lead programmed and co-directed, were written in my awesome GOAL programming language, and totally kicked ass. They were remastered by Mass Media, working closely with the team at Naughty Dog. With the launch of Jak and Daxter Collection, you’ll be able to experience the adventures of Jak and his Daxter in 720p high definition with crisper visuals, smoother gameplay animation, and in full stereoscopic 3D. And, I’m sure all of you hardcore collectors will be happy to hear that each game in the trilogy features full PS3 trophy support!

The Jak and Daxter franchise set a benchmark for the platformer genre with its amazing storytelling, huge environments, no loading, and gaming freedom. In fact, it holds seven world records in the Guinness World Records: Gamer’s Edition 2008 including the First Seamless 3D World in a Console Game. If you can believe it, the Jak and Daxter franchise will be celebrating its 10th anniversary this year on December 4th! An amazing amount of effort and talent from the entire Naughty Dog team, went into these babies over six long years, and they can all be yours on one little blu-ray!

[ NOTE: the content of this post is partially -- ahem, largely -- purloined from the Playstation blog. ]

More more posts on video games or find out what I’m up to now.

By: agavin
Comments (25)
Posted in: Games
Tagged as: Daxter, Daxter Collection, Jak, Jak & Daxter, Jak II, List of Jak and Daxter characters, Mass Media, Naughty Dog, Playstation

On Writing: Passes and Plots

Nov13

This afternoon I finished the rough cut of my 7th major draft of my novel, The Darkening Dream. In my process, a rough cut is a draft (in this case v4.55 — yes you can tell I’m also a computer programmer) where I’ve done all the major changes I intend, but I haven’t yet gone through and reread the whole book (again, for the 40th or so time) to fix up little inconsistencies I missed and to tweak and improve the prose specifically. Part if this is that different read and edit passes have different paces, and it’s not a great idea to mix them.

In a rough cut pass one is struggling to perform large scale surgery. To cut out big sections and sew them back together. To remove characters, objects, or character the motivations, purposes, or settings of things. I like to move fairly fast during this phase because I have to keep in my head all the little loose ends that need to be tied up (I try to write them in my change plan — a kind of chapter-wise outline of changes — which I follow as I redraft). Plus, during a big rough cut the novel is also “broken”. To me this is analogous to the period when a program can’t be compiled or crashes in some heinous way. So, I don’t really want to stop too long and noodle over a sentence. I don’t like either my novels or my programs broken. It was S.O.P. during Crash Bandicoot and Jax and Daxter to build a test disk every night that testers would play the next day. If your build was broken, this couldn’t happen and other people couldn’t work. Same with the book, I like to be able to give it to a beta reader if necessary. You can’t if it’s broken.

On a read-as-a-reader pass one drops the thing on the iPad (these days) and then read it from start to finish, jotting quick notes or highlighting problems. If you stop to fix them for too long, then you lose the feel of the book as it was intended to be read. This, by the way, is why if you want to really enjoy a book, you should read at least a few pages each day. If you take a two-week hiatus (or more), you lose too much continuity.

And finally, there is polish. In this kind of pass you line edit, or change on the fly. Improving sentences, polishing phrases, fixing errors, trimming fat, whatever. It’s possible while doing this to easily trim 5-15% out of a scene without actually removing any real content. This too has its easy analogy in programming: optimization, particularly of memory or code size (no longer very relevant). In this kind of pass you just work at the low level, and so you can move slowly.

So that was passes. Now onto plots and subplots.

In my previous major draft (v4.43 — don’t ask) my editors pointed out something huge that I was subliminally aware of as a problem, but hadn’t pinpointed the exact cause. I had two major subplots going in my book. One was the main plot, and the other was the villain‘s secondary agenda. I used to have three, but that was in versions before 4.xx.

To explain this, in v4.43 and before: There were the heros and the villains. The villains had this super bad plan going, and they had multiple sub goals serving this plan. The two main villains (meaning the ones who have points of view in my story, not the boss villains) had this separate – albiet bad — agenda to get something from a vaguely good third party. The heros were both the target some of the other offscreen villains and collateral damage of the pov villains. Now this was done originally to show that the villains were so badass that even distracted they were crazy nasty. The heros had as their agenda stopping the villains and saving themselves (nothing really wrong with that), however, they were never really able to understand the actions of the villains because of the mysterious secondary objective.

By making the seemingly simple change of merging the secondary objective and with something the heros had this entire situation was changed and improved. Now, the villains want something the heros have, and although they do much the same things they did against the third party + the collateral part, they do it all to the heros (and a little to each other, because they’re evil!). By way of analogy, before the heros and villains were on adjacent train tracks lobbing bombs at each other and trying to cut each other off at the pass, now they’re on a head-on collision course firing full time at the other. This got rid of the third parties which no one cared about, and had the net effect of creating literally dozens of additional opportunities for conflict and 5 or so new big head to head confrontations — and this is in a book filled to the brim with fights. Conflict is a novelist’s bread and butter, so this is win-win.

It’s also worth saying that to improve any work. Be it video game, novel, or whatever. When you get well articulated suggestions you have to be willing to try and view their merits objectively. This is with the end of judging if the end result would be better in an absolute sense. Of course, sometimes even if it is, the bang for the buck isn’t there, or there are tradeoffs. The changing itself, however, is part of the process.
FOR MY PREVIOUS POST ON WRITING, CLICK HERE

Related posts:

  1. On Writing: Revising, and Waiting
By: agavin
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Tagged as: Andy Gavin, Arts, books, Crash Bandicoot, drafting, drafts, Fiction, Heroes, Jak & Daxter, Novel, novels, plot, subplot, The Darkening Dream, Villain, Writing

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