IGN had the chance to ask
Naughty Dog some questions, including how they make games, about
Uncharted and how it was different from preview
Naughty Dog games, as well as tons of other things!
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IGN: What's the unusual way you make games at Naughty Dog?
Richard Lemarchand: We're very fast and loose - I think that as projects have grown, there's a certain amount of bureaucracy that has grown up around some production processes. We've always been very keen to avoid that stuff. We do unusual things, like we don't have anyone at Naughty Dog who has the job title of producer. Although we do have a lot of respect for production, and we do a lot of production work, the game is produced by the people who are making it – by the game designers, by the discipline leads, by the game director and even the company presidents who are both directly working on the game. So that's one insight into the fast and loose way we have of doing things.
IGN: When Uncharted came out, it was a step away from what Naughty Dog had done previously. Was that Sony perhaps giving you a nudge towards a certain direction?
Richard Lemarchand: It was really more generated inside the studio. On PlayStation One we had made Crash Bandicoot – a very cool, quite simple and action focused console game – and when we started working on the PlayStation 2 we started making the Jak & Daxter series of games, which was an evolution on storytelling, on how that relates to gameplay. We're very interested in storytelling at Naughty Dog and expressing it through play and interactivity, knitting those two things more tightly together. So it just seemed very natural when it came to PlayStation 3 that we should start creating a whole new world and a whole new set of characters for that platform and try and make the same evolutionary leap forwards.
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