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October 2003
A
CHAT WITH JASON RUBIN
GIGnews recruited Melanie Cambron,
known by most in the industry as The Game Recruiting
Goddess, to use her skills for the good of gamekind and
recruit some of the big names in the industry to give us
all valuable insight into what they do and how they do
it.In
this interview, Melanie chats up Jason Rubin,
President and Co-Founder of Naughty Dog. Jason and his
partner, Andy Gavin, have been developing games since
1986, and helped make the world a brighter place with
the Crash Bandicoot franchise, selling more than 25
million units worldwide. The third
installment in the Crash series, Crash Bandicoot:
Warped is reportedly the only foreign created and
developed title to have sold more than a million units
in Japan in the history of video games. Today, Jason and
Naughty Dog ready for the anticipated debut of Jak II,
the sequel to Jak & Daxter, the game that
some have credited for making PlayStation2 the leading
console for platform games.
MC: You’ve been
in the business since you were 16, about half your life.
Have you ever tired of it? Ever a time when you thought
you wanted to do something else?
JR: I have
been in the business for 18 years, from the early Apple
days until today. The best thing about the game industry
is that everything is always changing so nothing is ever
dull. The worst thing about the game industry is that
everything is always changing so you can’t take it
easy…even for a second.
The best times for developers are the beginning of
the game, when no idea is too crazy to bring up and
everything seems possible, and after the game goes gold
master. Between these two short periods is a long,
painful period of cutting many of the great ideas you
came up with at the start and grinding out the contents
of the game so that you can reach the end. I think that
the video game industry would burn people out even
faster than it does if it weren’t for the fact that the
afterglow of finishing a game rolls right into the
"creative period" for the next. By the time you get off
the high of seeing your previous game on the shelf, and
realize that the next game isn’t really going to do
everything you wanted it to, you are in too deep. The
process repeats.
But that’s the game. You have to be a junkie to stay
in this industry. The highs, as short as they may be,
are worth the inevitable lows. I guess I will check into
rehab some day, but I haven’t "hit bottom" yet, as they
say.
MC:
Almost every attorney I know is trying to figure out
something else to do with their life, and while you do
see that in games on occasion, the majority seem excited
to be working in the industry and many a prodigal
developer returns to the fold. What is it about games
that keeps you excited and in the industry?
JR:
Historically, video game makers were "called" to the
industry. You had to love games. You had to pursue
games. There was no money in it. There was no fame in
it. You couldn’t explain what you were doing to your
grandmother if you tried. Lawyers are generally not
called to their industry. You don’t do mock courtrooms
at seven. You don’t sit in the basement and read legal
digests at eleven. You don’t set up a mock practice at
fifteen. You do it because you need a career and it
seems like a pretty good one. So sure, lawyers are
always wondering if they should be doing something else,
and game developers wonder how it is that they get paid
to do what they love.
But this is changing. With the new financial lure of
game making, and the increasing clout that the industry
has, we are now attracting career people as opposed to
hobbyists. Some artists are jumping back and forth
between Hollywood and games, and programmers leave to
pursue Internet ventures or come from other disciplines.
As time passes, I assume that game making will become
less a hobby and more a paycheck. Then maybe we will all
wonder whether we should be lawyers.
MC: Not
only have you been in games since 1986, you’ve also been
business partners with the same guy, Andy Gavin, since
that time. Plenty of business partnerships, and
certainly personal relationships, don’t last nearly that
long. How have you two made it work? What are your
respective strengths and how do they balance out?
JR: This has
been the miracle of Naughty Dog. It hasn’t really taken
much effort to stay partners, and stay friends. I
wouldn’t bet even odds that if I get married it will
last as long, or be as smooth, as my partnership with
Andy has been. It helps that the company was split 50/50
from the beginning. And it helps that we never once
questioned that split. Andy is incredibly easygoing. I
am not. I benefited from his demeanor. Were I to have
partnered with another alpha-male, Naughty Dog would be
known as the video game industry’s first double murder
rather than one of its most successful developers. On
the other hand, my assertiveness comes in handy. There
are many developers that fail because they can’t stand
up for themselves and not because their games don’t cut
it. Universal Interactive Studios would have killed most
other teams. The fact that Insomniac and Naughty Dog
both survived UIS and are both still successful is no
coincidence. It takes strength to survive in this
industry.
So we both benefit from each other’s strengths. If
that isn’t the definition of partnership then it should
be.
Having said that, Andy and I are known for the
shouting matches we have at the end of games. I don’t
remember the cause of any of them. Probably just blowing
off steam.
MC: The
de rigeur question for singers is something along the
lines of "how did you feel the first time you heard your
song on the radio?" In that vein, how did you feel the
first time you saw one of your games on the retail shelf
or, perhaps, the first time you saw a television
commercial featuring Crash Bandicoot telling America how
to eat a stuffed crust pizza?
JR: It never
gets old. I just found out that Jak II received a
10/10 from the US magazine PSM. I don’t feel any
less excited than I did when we got our first good
review. It is always cool to see your game out there, or
to get a great write-up, or to hear positive things from
a fan. That rush keeps us making games.
MC: I
read in a recent interview that you said gaming is no
longer an industry in which two 16-year-olds can take on
the world, that the scale of things today is much
greater. I receive countless inquiries from young,
aspiring game developers who have a great idea for a
game, what do they do? If you were 16 now, how would you
go about breaking into the industry?
JR: I get
this question all the time. The bad news is that you
can’t put together a team in the basement like Andy and
I did. The good news is that there is real, honest to
goodness training for those that want to get into the
game industry. Take classes. Do your homework. Do more
than your homework. Do it until it bleeds. And then
apply everywhere. You are going to start at the bottom,
but everyone did at some point. The time to start your
own company today is after you have made a handful of
games (with a big team), not before.
MC: Just
so you know, it was the demo of Jak II that I
brought back from E3 that gave me real street cred with
my 12 year old cousin. So, thank you very much. However,
the only consumer opinion feedback I can give you in
return is "This is so cool! You’re the best cousin
ever!" With regard to feedback, I’ve read that Naughty
Dog uses focus testing during game development to get
feedback on progress. It’s fairly commonly known that a
focus group panned The Sims. At the end of the
day, how much do you rely on focus groups? And how do
you go about putting a focus group together?
JR: There is
certainly a trick to using focus groups to your benefit.
I would never release a title without focus testing, but
on the other hand you can’t consider the results gospel.
We focus tested Jak II four times. Players
reported that they liked it each time. But we used the
focus test to iron out the rough points. We found out
where they were dying the most, and watched their faces
to see when they were getting frustrated. We also found
out where they were getting lost. In fact, I think we
look at the players and what they are doing more than we
ask how they feel. We find that it is almost impossible
to get good answers out of a group, especially at
certain ages, and that it is better to watch their
reactions to the game. Body language tells all.
The demo disk taught us that the game was too hard,
that the board mechanic needed tweaking, that the levels
needed continue points, etc. The areas that were on the
focus disk are significantly better in the final game.
MC: You
have taken a darker, more mature approach with Jak II
which has surprised some people. What sort of pressure
do you feel when establishing a game’s tone and look,
particularly a game that’s a sequel to a wildly
successful game? Is there pressure to make it less dark
or more dark or some level of dark that would generate
more sales? How do you balance the aesthetic with the
financial?
JR: Naughty
Dog never allows pressure to determine what we are going
to do. We believe that we are artists, but we define our
art as entertaining the greatest number of people. So
when we make decisions that we believe will improve the
games overall reception, we do so as an artist would
decide what to do with their artwork, and we don’t sweat
the fallout. This is a subtle distinction. We knew that
we had a multi-million gamer fan base that would have
readily accepted a straight Jak sequel. And we
knew when we decided to mix it up that we might alienate
some of these gamers. But we believed that we were
making a decision that would lead to a more appropriate
game for October 2003, and ultimately a better game.
Initially, we weathered the inevitable counter-reaction
to our decision. The reaction that we are getting to the
final code from editors in the industry tells us that
our gamble will pay off. That is why I say that we
aren’t being pressured into change, but rather that we
are aggressively deciding to take risks, albeit risk
that hopefully leads to better entertainment.
MC: What
was the inspiration for this new look? As I recall,
inspiration for the Crash characters came from a book on
Australian marsupials. Bruce Shelley (Ages of Empires,
Mythology) said they occasionally had movie
nights in Ensemble’s auditorium to watch Clash of the
Titans and other films with mythology elements. From
whence have the naughty dogs drawn inspiration for
Jak & Daxter and the upcoming sequel Jak II?
JR: Jak 1
was inspired by many sources. Jak and Daxter’s
relationship is inspired by Disney characters like
Aladdin and the Genie, or Mulan and Mushu. Their city
and its residents were inspired by the Asterix and
Obelix series by Goscinny and Uderzo. The character look
is inspired in part by the artwork of Joe Madureira,
especially the Battle Chasers series. And the
world was inspired by Miyazaki’s movies, especially
The Princess Mononoke. Jak II wasn’t inspired
by any specific sources. I guess there is some Blade
Runner in there. Some Star Wars. Some Anime
influences. We just went with it. I think Naughty Dog is
more comfortable going out on its own now. We crack
reference books less often.
MC: If
you could narrow your success down to three key
elements, what would they be? And please don’t say
Myoplex. Protein shakes are good, but they’re not that
good.
JR: I would
like to believe that Naughty Dog’s "secret" is that we
1) accurately assess the desires of the marketplace at
the time our game will launch, 2) we create a product
that fills that hole better than anyone else, and 3) we
do it on schedule.
MC:
I understand you have a sweet black Labrador retriever
named Morgan that you’re just crazy about. I also have a black
Lab, her name
is Baci. And a chocolate Lab named Rowdy. And they piss
all over my begonias and eat the tops off my day lilies
and, in short, maybe my naughty dogs could go to
California to visit Morgan for just a bit?
JR: Well,
Rowdy and Baci are welcome, but sadly Morgan left
Naughty Dog a year ago after 13½ years of service. She
came to work with me every day and contributed to every
game Naughty Dog has done since Rings of Power in 1991.
Andy has a yellow Labrador named Osiris that would be
more than happy to play instead.
AUTHOR
BIO
Melanie Cambron is a recruiter for game industry
leaders such as THQ, Rockstar, and Sony. Featured in
Game Design: Secrets of the Sages and Secrets
of the Game Business for her game
industry knowledge, she also wrote the foreword to the
successful book, Game Programming with Direct X 7.0
and its follow-up. Melanie speaks each semester at the
University of Texas at Austin and the University of
North Texas on the game development industry, and is
frequently interviewed by major media such as the Dallas
Morning News for her industry expertise. She also serves
as a consultant to the City of Austin's Interactive
Industry Development Committee. Learn more about the
"Game Recruiting Goddess" at
www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com
Past
Interviews:
Interview with Ian Wilkinson
(September 2003)
Interview with the Game
Critics
(August 2003)
Interview with Jeff Anderson
(June 2003)
Interview with American McGee
(May 2003)
Interview with The Oliver Twins
(March 2003)
Interview with Tom Kudirka
(February 2003)
Interview with Alain Tascan
(December/January 2002)
Interview with Larry Holland
(October/November 2002)
Interview with Bruce Shelley
(August/September 2002)
Interview with BigSky Interactive
(July 2002)
E3 Panel Highlights: Yu
Suzuki and Will Wright
(June 2002)
Interview with Elonka Dunin
(May 2002)
Interview with Will Wright
(April 2002)
Interview with Stevie
Case and John Romero
(March 2002)
Interview with Richard Garriott
(February 2002)
Interview with George
Sanger
(January 2002)
Interview with Josh Resnick
(December 2001)
Interview with Paul
Steed (November 2001)
Interview with Marc Saltzman (October 2001)
Interview with Rick Hall,
Senior Producer, Ultima Online (September 2001)
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