Contents
Postmortem: Naughty Dog's Jak and Daxter: the Precursor Legacy
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 9, 2010
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
 
Analysts: EA On The Right Track At Last
 
E3 2010 Registration Opens As Major Exhibitors Confirmed
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2010
 
Telltale Games
Senior Game Designer
 
Irrational Games
Multiplayer Level Designer
 
Toys for Bob / Activision
Senior Producer (Temporary)
 
Gameloft
Low Poly 3D Modeling / Texture Artist
 
Irrational Games
Level Designer
 
Rockstar North
Graphics Programmer
 
Rockstar North
Systems Programmer
 
Rockstar North
Tools Programmer
spacer
Latest Features
spacer View All spacer
 
February 9, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
 
arrow The Sensible Side of Immersion [10]
 
arrow Jumpstarting Your Creativity [6]
 
arrow Truth in Game Design [49]
 
arrow Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond [4]
 
arrow Developers React: The iPad's Future [16]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2010
 
Fixing the GDC 2010 Schedule Builder
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [18]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Features
  Postmortem: Naughty Dog's Jak and Daxter: the Precursor Legacy
by Stephen White
0 comments
Share RSS
 
 
July 10, 2002 Article Start Page 1 of 3 Next
 

By the end of 1998, Naughty Dog had finished the third game in the extremely successful Crash Bandicoot series, and the fourth game, Crash Team Racing, was in development for a 1999 year-end holiday release. And though Sony was closely guarding the details of the eagerly awaited Playstation 2, rumors - and our own speculations - convinced us that the system would have powerful processing and polygonal capabilities, and we knew that we'd have to think on a very grand scale.

Because of the success of our Crash Bandicoot games (over 22 million copies sold), there was a strong temptation to follow the same tried-and-true formula of the past: create a linear adventure with individually loaded levels, minimal story, and not much in the way of character development. With more than a little trepidation, we decided instead to say good-bye to the bandicoot and embark on developing an epic adventure we hoped would be worthy of the expectations of the next generation of hardware.

Advertisement
For Jak & Daxter, one of our earliest desires was to immerse the player in a single, highly detailed world, as opposed to the discrete levels of Crash Bandicoot. We still wanted to have the concept of levels, but we wanted them to be seamlessly connected together, with nonobvious boundaries and no load times between them. We wanted highly detailed landscapes, yet we also wanted grand vistas where the player could see great distances, including other surrounding levels. We hoped the player would be able to see a landmark far off in the distance, even in another level, and then travel seamlessly to that landmark.

It was important to us that Jak's world make cohesive sense. An engaging story should tie the game together and allow for character development, but not distract from the action of the game. The world should be populated with highly animated characters that would give Jak tasks to complete, provide hints, reveal story elements, and add humor to the game. We also wanted entertaining puzzles and enemies that would surpass anything that we had done before.
To achieve these and many other difficult tasks required three years of exhausting work, including two years of full production. We encountered more than a few major bumps in the road, and there were times when the project seemed like an insurmountable uphill battle, but we managed to create a game that we are quite proud of, and we learned several important lessons along the way.

 
Article Start Page 1 of 3 Next
 
Comments

none
 
Comment:
 


Submit Comment