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Postmortem: Naughty Dog's Uncharted: Drake's Fortune
 
 
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Features
  Postmortem: Naughty Dog's Uncharted: Drake's Fortune
by Neil Druckmann, Richard Lemarchand
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October 8, 2008 Article Start Previous Page 3 of 4 Next
 

What Went Wrong

1. Slow to get up to speed.

When we first started developing ideas for Uncharted, we explored a lot of different directions. Although we always knew that we wanted to make a third-person character-action game set in a load-free world, the rest of the gameplay, story, and settings changed a lot in our early discussions.

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For a variety of reasons, it took us a while to settle on the final concept of the game. And, because we were very focused on creating technology in the early part of the project -- the engine, the rendering pipeline, and tools -- we didn't have the programming support to prototype our gameplay ideas.

This slow start put a dent in the team's morale, but once we focused the design, communicated it to the team, and began implementing against it, everyone's spirits lifted and we began to move forward with great speed.

For our next project we're making sure to keep the team well informed as the game's story ideas firm up, and to get people working on the realization of those ideas as quickly as we can.

2. Tools rethink at the halfway mark.

Partly driven by a desire to share technology, we developed all-new tools for Uncharted, including a new asset-management system, our first GUI build tool, and a shader and material editor. But in June of 2006, about halfway through the game's development cycle, the team faced a big crisis. Creating our first E3 teaser trailer exposed numerous problems with our new tools, and people were very frustrated.

We realized that we'd bitten off too much with our tools approach -- we'd tried to be too clever, coming up with convoluted approaches that were intended to solve every last problem that anyone had ever had with each kind of tool. To make it worse, we'd gotten distracted by our lofty aspirations, and had left it very late to implement a build pipeline that let people actually run and play levels.

To solve these problems we moved back toward our familiar Jak and Daxter method of doing things for many of the tools. From then on things got better and better, and we began to get really good traction on building out the game.

The moral that we took away was that even though it's good to aim high with your tools, you should choose your battles, and shouldn't try to solve every last tools issue that your team faces. In some cases, simple work-arounds are better and free up more time to work on the game itself.

3. Delayed building out the game.

Having held ourselves up by not getting a good build pipeline in place early on, we were then playing catch-up throughout the project. A recurring theme in our postmortem discussions for Uncharted has been that, in many cases, we wished that we'd started building out the game with the simple tools that became available early on, rather than waiting for the technologies or gameplay code we thought we needed to support our sometimes overly complex design or production ideas.

This problem has some similarity to the tools problems we faced -- we set our goals too high, and had to bring ourselves down to earth in order to be able to move forward. For example, we had wanted to use a system of interchangeable body and clothing parts for our enemies in order to get a huge apparent variety of enemies and reinforce the reality of the world. We wanted the player to have the feeling that each enemy character was unique.

The problem was that this held up our whole enemy implementation process. We couldn't start finalizing the enemies until we finally realized we didn't have time to create our parts system, and simply got on with making the enemies that are in the shipped game.

This ties in with one of our prevailing development philosophies at Naughty Dog, which is that getting on with making the game is the best way to make it. It's important to do enough planning, but don't over-plan. You make so many discoveries during implementation that will change the design that it's best to begin implementation as early as possible, to the extent that your tools allow, on any given day.

 
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Comments

Fernando Angelico
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One of my first PS3 games, and one of my favourites games ever.
I really liked the characters and the art direction, the gameplay whas top notch too.
I sure im gonna be amazed with Uncharted 2

Anonymous
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I was quite impressed with the cinematic experience Uncharted offered, however on the gameplay front, Uncharted was far less interesting than Naughty Dog's previous efforts. The "elegant" focused gameplay (duck and cover 3rd person combat & wall climbing) duplicates such ubiquitous systems that the final product plays like every other 3rd person action game on the market. The Jak series kitchen sink approach had some rough edges, sure, but they offered many moments of joy and discovery. More importantly, the Jak games added up to truly unique console experiences.

I would also like to call out the use of treasures as a case of good design intentions gone horribly awry. Treasures are invisible but for a glistening effect seen only when Drake is right near them. Finding them challenges the player to hug every wall and look in every abandoned corner--an exercise in tedium. How much more interesting would it be if the challenge wasn't in pixel hunting for that glimmer, but in using Drake's skills to reach them? Instead of a full-fledged feature, this trophy hunt feels very much like an afterthought, highlighting the game's hyper-linear level design.

Good acting, good writing, good engine--in the sequel, here's hoping that the player can experience the discovery and wonder befitting the genre in a less scripted way. Realism at the expense of a self-directed experience is a step backwards for this AAA developer.

Anonymous
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"the more we could polish a level while it was still simple from an art point of view, the less time we wasted redoing work on the environments later on."

Great advice, and becoming more and more important for character AI as well as scenarios.

Eric Adams
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I thought this game was excellent, especially for an early PS3 title. Fantastic art direction and controls. The enemy AI (especially aim) needs work and I would like to see more powerful/varied weapons.

Strangely, I was hoped ND would NOT have had such good looking lead characters. I was looking for more worldly looking characters - too pretty. :-)

ND, looking forward to a sequel!

Aaron Lutz
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As someone who has yet to play the game (or own a PS3, even), I wanted to compliment the writers on a fairly thorough postmortem. Though I would've preferred a little more detail in the hurdles overcame, the writers seemed honest and upfront in methods that did and did not work. Their approach with using actors and their voices in the characters, the iterative level design using simple art objects, and their willingness to simply throw anything out that doesn't work and add to the game keeps Naughty Dog on my top 10 developers list. I enjoyed the Jak games thoroughly, and look forward to playing this latest addition to their lineup.


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