ND talks Making of Crash and how "Sonic's Ass," it was.
Posted: Fri Feb 11, 2011 11:49 pm
http://www.naughtydog.com/site/post/mak ... son_rubin/
http://all-things-andy-gavin.com/2011/0 ... ot-part-1/
http://all-things-andy-gavin.com/2011/0 ... ot-part-2/
http://all-things-andy-gavin.com/2011/0 ... ot-part-3/
http://all-things-andy-gavin.com/2011/0 ... ot-part-4/
http://all-things-andy-gavin.com/2011/0 ... ot-part-5/
Quote from Part 1...
http://all-things-andy-gavin.com/2011/0 ... ot-part-1/
http://all-things-andy-gavin.com/2011/0 ... ot-part-2/
http://all-things-andy-gavin.com/2011/0 ... ot-part-3/
http://all-things-andy-gavin.com/2011/0 ... ot-part-4/
http://all-things-andy-gavin.com/2011/0 ... ot-part-5/
Quote from Part 1...
Jason and I had been debating our next game for months, but the three-day drive from Boston to LA provided ample opportunity. Having studied arcade games intensely (yeah, in 1994 they were still relevant) we couldn’t help but notice that 2 or 3 of the leading genres had really begun making the transition into full 3D rendering.
Racing had, with Ridge Racer and Virtua Racing. Fighting, with Virtua Fighter. And gun games, with Virtua Cop. Racing was clearly 100% the better in 3D, and while Virtua Fighter wasn’t as playable as Street Fighter, the writing was on the wall.
Sensing opportunity, we turned to our own favorite genre, the character platform action game (CAG for short). In the 80s and early 90s the best sellers on home systems were dominated by CAGs and their cousins (like “walk to the right and punch” or “walk to the right and shoot”). Top examples were Mario, Sonic, and our personal recent favorite, Donkey Kong Country.
So on the second day of the drive, passing Chicago and traveling through America’s long flat heartland, fed on McDonalds, and accompanied by a gassy Labrador/Ridgeback mix (also fed on McDonalds), the idea came to us.
We called it the “Sonic’s Ass” game. And it was born from the question: what would a 3D CAG be like? Well, we thought, you’d spend a lot of time looking at “Sonic’s Ass.” Aside from the difficulties of identifying with a character only viewed in posterior, it seemed cool. But we worried about the camera, dizziness, and the player’s ability to judge depth – more on that later.