Following on from yesterday, here’s the second part of the Evan Wells Q&A. Also, don’t forget the Drake’s Trail competition which is happening now. Those prizes are pretty amazing.
Will there be any DLC content for Uncharted and what about a multiplayer?
We left multiplayer out of Uncharted so that we could focus the entire team’s efforts on creating the most compelling and exciting single player experience possible. As for downloadable content, we took a different approach. Instead of adding features later and asking people to download them or buy them from the PSN, we included them on the disc and tied them into our Medal Point system. If you collect all of the treasure in the game and earn all 1000 Medal Points, you will get to unlock a ton of really great rewards like behind the scenes videos, tons of concept art, skins, rendering modes, and cheats. We thought it was cooler to include these things right on the Blu-Ray disc rather than force you to download them later.
On developing on the PS3 : If Sony decided to increase the number of Cell processors and SPUs in a future release of the hardware, would Uncharted automatically take advantage of these new capabilities or would it just run at the same pace.
Currently the Uncharted engine isn’t even taking complete advantage of all the processors on the Cell chip. We’re essentially using about 1/3 of the power that’s being offered at this time. So if the Cell processor was improved in future iterations of the hardware, it would have no effect on the overall performance of Uncharted.
In terms of percentages of time spent, how much was spent on:
a) pre-production/proto-typing
b) design
c) actual development with programmers, artists etc
d) game play tweaking
This is a very hard question to answer because several of those things overlap. For instance the design of the game was constantly evolving throughout production. We were also tweaking the gameplay from start to finish. What I can say is that we had a small team of designers and engineers working on pre-production for about one year before full production began. We then had the full team working on the game for the next two years.
Insomniac is supposedly going to release a ratchet game every 2 years as well as the resistance titles every 2 years. Do you plan on following a yearly release schedule like this, similar to what you did on ps2?
Actually we didn’t release a game every year on the PS2. Jak and Daxter was two years in development, as was Jak 2. We then did Jak 3 and Jak X each in one year. We might end up in a similar pattern on the PS3, but we’ll have see how rapidly we can develop our next projects now that we have our first game under our belts.
Designing the 3D polygonal medals & rewards for Uncharted, was this done so you could use the same resource for trophies in Home? As in, the patch that will eventually add Home trophies to Uncharted won’t need to come included with heavy graphic files for the trophies?
Rather than each individual treasure, the Medals in Uncharted are more likely going to turn into Home trophies. We modelled the detail into the treasures just to increase the satisfaction in finding them. We also went to great lengths to make sure that they were authentic items that were from the right time period and location. We will have to come up with new 3D models to represent the trophies when the time comes.
From a developer’s point of view, are the costs involved in developing for a console as advanced as the PS3 a problem? Do they put constraints on development period to such a degree that you really need to get a game out to recoup development costs, or do you just keep going until you feel there is nothing more to do, I say that because what happens if you get so far into a game like uncharted and you decide its a turkey( I know it wont be), but you’ve spent so much on development costs already. Games like Killzone 2 make it hard to believe there would be any profit in something costing that much to develop.
Of course the development budget is always an issue. Making video games is still a business after all. And I don’t think anybody who has shipped a game has ever felt like “there is nothing more to do”. These projects are so huge and complex you could literally work on them forever and still find ways to optimize or add more polish. But at Naughty Dog, we take our schedule very seriously and have always shipped on time (knock on wood). So we make sure that we are checking ourselves all along the way so that we don’t end up making a “turkey”, slipping the schedule, or going over budget.
One thing I dislike in a lot of next gen games are “screen tearing”, and it happens to be quite a lot in the retail version I have. What do you think about this problem, and do you think you’ll overcome this problem in the future to succeed in a perfectly smooth experience?
Screen tearing is something that occurs when your frame rate dips below 30Hz. When you drop frame rate you have a choice to either drop all the way to 20Hz, or allow the screen to tear and only have the frame rate drop to 28 or 29Hz. We felt that with the frequency that it occurs, that the latter choice had a smaller impact on most player’s experiences. In fact, the vast majority of people don’t even notice it. Now ideally, our frame rate would never drop below 30Hz, but with the amount of stuff we’re doing every frame in Uncharted, inevitably it will happen occasionally. However, it’s definitely something we will be able to improve on in future games as we make optimizations to our engine.
Uncharted is a lot more serious game than the likes of Jak and Daxter that we normally associate with Naughty Dog. Do you find making more serious games a bigger challenge than the more casual games for example Crash Bandicoot?
I don’t know if I would say it’s harder, but it definitely has a different set of problems to solve. In our past franchises we could use warp gates, or floating platforms to move the player around. Now we have to come up with believable mechanisms to accomplish the same thing. We always have to make sure that our environments and the objects that we place in them fit in the world and don’t break the immersion. But on the other hand, since we are working in the real world, there is a huge amount of reference material just a Google search away when we are looking for inspiration.
During the creation of the game from the scenery up to Drake himself, which parts did you enjoy doing the most & felt were the most rewarding looking back on the finished product now?
I think it was the way that it all came together in the end. Every single discipline involved in the game delivered work that exceeded expectation, and when you saw it all assembled it really was humbling to know that you worked with such a talented team.
What games do you guys play in your spare time (besides Uncharted of course)?
Well now that we’ve finally shipped, I’m going back and trying to catch up on all of the great games that came out this year. I just finished Portal and Call of Duty 4, I’m starting to play Mario Galaxy, I definitely want to check out Bioshock, and believe it or not, I still need to play God of War 2!


Yeah I got my question answered. Great to see Naughty Dog being so frank, or at least appear that way. Other developers should take note!
Comment by Savage — Dec 7, 2007 @ 10:48 am
My question was the first one from yesterday about the technologies within the game (Cheers ThreeSpeech for putting it to them!), only problem though is i should’ve given my email address.
Was really curious to see what methods and technologies they use in creating the game and where those technologies appear - odds are the reason for not answering that is because it would take too long to write out!
Ah well,
Next time
Comment by JohnSketch — Dec 7, 2007 @ 11:31 am
Btw, regarding this Warhawk deathmatch for next week - when would we find out if we are entered within it?
Comment by JohnSketch — Dec 7, 2007 @ 11:34 am
Hey ThreeSpeech, I have a new question that I’d like to put to them regarding an improvement for a future update. Could you please forward it to them. It would be a simple as this…
“Please add the option to flip the sticks in the control options. (not inverting).”
I’m left handed. It really really really is not hard to have an extra toggle in the options, and map the sticks the other way round. I am flabbergasted that this simple option hasn’t been included. Every care seems to have been taken in every other aspect of the game. This is the only thing that is holding me back from buying what appears to be The Game for the PS3.
Anyway, at least I have the wonderful Warhawk to console me, and am looking forward to playing ThreeSpeechers.
Comment by LordOfRuin — Dec 7, 2007 @ 12:45 pm
Where the statment from Sony on what the eruopean store sucks and is getting less and less content each month get further behind the US? It was supposed to come 9 months ago.
Comment by Carl — Dec 7, 2007 @ 1:18 pm
Shame Carl can’t ever keep his store grumbles within relevant threads…….. nice interview
Comment by Paul5 — Dec 7, 2007 @ 2:42 pm
yeah Carl, how dare you moan. keep your grumbles in thier relevant threads
Where is the thread about the PSN store sucking?
Can you tell him Paul5?
That was a really great and fantastic interview, lovely,lovely, you’re great…………
Comment by Dan (BBRodriguez) — Dec 7, 2007 @ 3:35 pm
I Eat Lions
Comment by JohnSketch — Dec 7, 2007 @ 4:24 pm
so they completed the game in 2 years? nice work!
Comment by Paul — Dec 7, 2007 @ 4:31 pm
Hey, I live in Norway and there were no updates last week and I didn’t see one yesterday either. Is anyone else experiencing this?
Comment by amras_telemnar — Dec 7, 2007 @ 7:07 pm
I would LOVE to see a Jak and daxter game on the PS3!
Comment by whoelse — Dec 7, 2007 @ 7:46 pm
yeah..well i eat lion bars…
Comment by seedaripper1973 — Dec 8, 2007 @ 1:08 am
yay my question was answered last XD, thanks ThreeSpeech and Naughty Dog
Comment by blitz30952 — Dec 8, 2007 @ 6:48 am
Hey Amras, I’ve seen PSN updates. I’m in the UK.
Comment by LordOfRuin — Dec 8, 2007 @ 7:27 am
My dog’s got no nose.
Comment by Dan (BBRodriguez) — Dec 8, 2007 @ 8:47 am
How does he smell?
….wait for it….
Comment by LordOfRuin — Dec 8, 2007 @ 10:22 am
Thank you SOOOO much for the answer I ask about screen tearing. I learned a lot about that issue! and I’m totolly confident you’ll overcome it in the next titles!!!! BRAVO, the game is just splendid!
Comment by Willykyu — Dec 8, 2007 @ 9:58 pm
[…] AKTUALIZACJA: Pojawiła się druga część wywiadu, więc skomentujemy i ją. […]
Pingback by Polygamia » Blog Archive » Nowy Jak and Daxter na silniku Uncharted — Dec 8, 2007 @ 9:59 pm
@LordOfRuin : What sort of genetic abomination of a pet do you own? Unless you are the one breeding this hideous thing. I really don’t think there is a market for noseless dogs, like there was for tailless dogs. They chop them off you know, their not born without tails! Except for this breed of cat in Singapore, which has like half a tail. At least that is what I was told by the locals, but then maybe their ox-tail soups are not made out of ox.
Anyway, Sit Boo Boo Sit!
Comment by Savage — Dec 8, 2007 @ 10:36 pm
Cracking title this. I enjoy solid single player games and this is right up there. Looking forward to the sequel.
Off topic somewhat. Any news on ps3 update with divx?
Comment by RoarrrUK — Dec 9, 2007 @ 12:27 pm
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