2 Burst results for "Neil druckman"

"neil druckmann" Discussed on Beyond!

Beyond!

07:45 min | 1 year ago

"neil druckmann" Discussed on Beyond!

"Hello, everyone. My name is Jonathan Dornbush and this is a very special episode of podcast beyond because today we're going to be diving very deep into the last of us. Part to a full spoilers are in effect. If you haven't played the game, turn back now. Go play at go finish. It <hes> and then come back. Listen to this episode because we are going to dive. Into full spoiler territory with Lucille. O'Brien my have numbers with me, but more importantly I'm sorry, Lucy you don't have the highest honor this episode because we are joined by Neil Druckman and Halley, gross naughty dog for the last of US partout. Thank you both so much for being here and speaking with us today. They have. So the. House he twenty twenty being guys. Around. Warring Year of my life. Nothing. Much of note has happened this year. Definitely, so we'll. We'll try to find something to talk about this episode. I know Lucienne myself both have a ton that we want to ask you about and talk about with certain as much as I'd love to spend the next thirty minutes exclusively. Honoring the memory of Shimmer <hes>, there are some conversations I do. WanNa get into and I. WE WE ARE GONNA go into spoiler, so it's going to get there. I Will Get National Story Beats. I promise but I did want to talk about. The I think just jumping right into the structure of the story for me would be a really interesting place to start because Neil you and I spoke a little bit before the game came out, and we talked a bit about <hes> sort of how the structure of the game chain through development, and I was sort of curious. If you could both talk about <hes>, you know primarily, we have this sort of <hes> to factor story of the first half, really focusing on Elliot's journey, and then the second half focusing on Abbey's journey mostly in Seattle, but a little bit Jackson. How how did that story flow evolve? As you began to crack the story in figure out what you wanted to both explore? Whatever we had this kind of concept of constructive story about empathy by seeing two sides of a conflict. We had the two sides, but they are kind of distribution was different. Initially, this game was going to be open world with several different hubs. And the original was going to be playing abby. Some back story on her and her friends attack. They get rescued by Joel and Tommy and get. A. Help into Jackson and you spent a while in Jackson doing missions before some critical point, or you would reveal who she is as you would be struggling with this choice and kill Joel in annual take on his Elliott going on this journey to Seattle become the second hub of trying to find all these people in them. Eventually Confront Abby. But then as we were putting the story together, just filled with with the game, we were trying to make historic trying to tell with characters. We had our disposal. It didn't make sense for it to be open, moral and those. Aspects felt like there to conflict, and that's when really around the time like Halley, came on and kind of talk high level about the goals of what we're trying to do. And then it became more wide linear with some kind of more open areas <hes>, but where we try to get to the inciting incident much more quickly, which is the death of all, and then get on with the journey, and then some point midway through switch perspectives to show Abbey set store. I don't remember yeah funny. You brought back the open world thing I don't like all right. The first like three weeks of my time at naughty dog were just like. Can we make it open world and like trying to make that work, and then realizing how much it sort of. Screws with steaks and tension building, and so we. We moved off of that, but we really played with structure. I mean throughout the entire process, so yes, the game is currently divided between largely between I. Steph Ellie second-half Abbey, but. We entertained. Inter cutting. We entertained moving parts around the flashbacks of all move I mean. The living thing this game. Yeah! I can't imagine it being an open wells. I think you're right because it is. It's source structured in a way that every every <unk> resumes when you're in an open world game, you're constantly distracted by this. Because they distracted by this little fitch quest, catch, seven chickens or something, <hes> concert imagined that interrupting the story so ultimately pleased that you went in the direction that you winton. Is Is there any sort of part of me. That thinks Oh God okay. The loss of story could be told in an open world setting. Yes, and I think we. The design team actually came with a bunch of interesting. Aspects to play in the world in open world setting and adjust. All while those ideas were interesting and provocative, they didn't fit. The characters were playing. I don't WanNa get into specifics. Wherever use any of those ideas? But it just <unk> too many things one concert each other. We have to make some hard choices as far as what game game we WANNA make. As, you're saying that the beginning. It came down to this <hes> idea of seeing empathy and telling that from two different sides and obviously something to preserve stories spoilers in where the story would go, because it does really demand, be played, I feel. It started out as you know on a like a product facing way a story about revenge. Why did? Though at the end of the day, wanting to really get down to empathy in this world, be sort of the catalyst for your interest in the story. I think that was the emotional core of what we were after. In targeted through and trying to figure out what is conflict about it? It was really to show. How Simonis characters are and how much conflict and so much of this for myself, I think the team is inspired by real world events where you have sides of conflict, and you see how they often dehumanized the other side to justify atrocious behavior. and. We felt through game. Play the putting in the shoes of Elliot to get you to fee, also ask certain feelings and put you in the second half of the game and through empathy through. Seeing the consequences, not just what you've done, but like what you've taken away. From his people get you to reflect on it. And that was kind of like what we were always after. I cannot track of of of your question. I just curious sort of of the. Sort of. Subverting that expectation, because so many of us went in expecting a revenge story, but I do things that I've taken away the most that empathy and that love and that care. That's the thing which is like maybe to a fault. We tried so hard to protect the experience players experience. We've done with the first game. Right within the last one never revealed why you're transporting Elliot from one coast to another, and ultimately the game is about the unconditional love. A parent feels for their child, and the sacrifice did. Megan is a feel to talk about that head on who will be taken away with experiences so for here? The say a here's an experience about empathy. You would play the first half. and You keep waiting for the shoe to drop. Your House is going to reflect back so instead. We presented something much simpler and then let you see how complex it is when

Abbey Neil Druckman Jackson Seattle Jonathan Dornbush Halley O'Brien US Joel Abby Lucy Elliot Elliott Tommy
The Last Of Us

Beyond!

07:46 min | 1 year ago

The Last Of Us

"Hello, everyone. My name is Jonathan Dornbush and this is a very special episode of podcast beyond because today we're going to be diving very deep into the last of us. Part to a full spoilers are in effect. If you haven't played the game, turn back now. Go play at go finish. It and then come back. Listen to this episode because we are going to dive. Into full spoiler territory with Lucille. O'Brien my have numbers with me, but more importantly I'm sorry, Lucy you don't have the highest honor this episode because we are joined by Neil Druckman and Halley, gross naughty dog for the last of US partout. Thank you both so much for being here and speaking with us today. They have. So the. House he twenty twenty being guys. Around. Warring Year of my life. Nothing. Much of note has happened this year. Definitely, so we'll. We'll try to find something to talk about this episode. I know Lucienne myself both have a ton that we want to ask you about and talk about with certain as much as I'd love to spend the next thirty minutes exclusively. Honoring the memory of Shimmer there are some conversations I do. WanNa get into and I. WE WE ARE GONNA go into spoiler, so it's going to get there. I Will Get National Story Beats. I promise but I did want to talk about. The I think just jumping right into the structure of the story for me would be a really interesting place to start because Neil you and I spoke a little bit before the game came out, and we talked a bit about sort of how the structure of the game chain through development, and I was sort of curious. If you could both talk about you know primarily, we have this sort of to factor story of the first half, really focusing on Elliot's journey, and then the second half focusing on Abbey's journey mostly in Seattle, but a little bit Jackson. How how did that story flow evolve? As you began to crack the story in figure out what you wanted to both explore? Whatever we had this kind of concept of constructive story about empathy by seeing two sides of a conflict. We had the two sides, but they are kind of distribution was different. Initially, this game was going to be open world with several different hubs. And the original was going to be playing abby. Some back story on her and her friends attack. They get rescued by Joel and Tommy and get. A. Help into Jackson and you spent a while in Jackson doing missions before some critical point, or you would reveal who she is as you would be struggling with this choice and kill Joel in annual take on his Elliott going on this journey to Seattle become the second hub of trying to find all these people in them. Eventually Confront Abby. But then as we were putting the story together, just filled with with the game, we were trying to make historic trying to tell with characters. We had our disposal. It didn't make sense for it to be open, moral and those. Aspects felt like there to conflict, and that's when really around the time like Halley, came on and kind of talk high level about the goals of what we're trying to do. And then it became more wide linear with some kind of more open areas but where we try to get to the inciting incident much more quickly, which is the death of all, and then get on with the journey, and then some point midway through switch perspectives to show Abbey set store. I don't remember yeah funny. You brought back the open world thing I don't like all right. The first like three weeks of my time at naughty dog were just like. Can we make it open world and like trying to make that work, and then realizing how much it sort of. Screws with steaks and tension building, and so we. We moved off of that, but we really played with structure. I mean throughout the entire process, so yes, the game is currently divided between largely between I. Steph Ellie second-half Abbey, but. We entertained. Inter cutting. We entertained moving parts around the flashbacks of all move I mean. The living thing this game. Yeah! I can't imagine it being an open wells. I think you're right because it is. It's source structured in a way that every every resumes when you're in an open world game, you're constantly distracted by this. Because they distracted by this little fitch quest, catch, seven chickens or something, concert imagined that interrupting the story so ultimately pleased that you went in the direction that you winton. Is Is there any sort of part of me. That thinks Oh God okay. The loss of story could be told in an open world setting. Yes, and I think we. The design team actually came with a bunch of interesting. Aspects to play in the world in open world setting and adjust. All while those ideas were interesting and provocative, they didn't fit. The characters were playing. I don't WanNa get into specifics. Wherever use any of those ideas? But it just too many things one concert each other. We have to make some hard choices as far as what game game we WANNA make. As, you're saying that the beginning. It came down to this idea of seeing empathy and telling that from two different sides and obviously something to preserve stories spoilers in where the story would go, because it does really demand, be played, I feel. It started out as you know on a like a product facing way a story about revenge. Why did? Though at the end of the day, wanting to really get down to empathy in this world, be sort of the catalyst for your interest in the story. I think that was the emotional core of what we were after. In targeted through and trying to figure out what is conflict about it? It was really to show. How Simonis characters are and how much conflict and so much of this for myself, I think the team is inspired by real world events where you have sides of conflict, and you see how they often dehumanized the other side to justify atrocious behavior. and. We felt through game. Play the putting in the shoes of Elliot to get you to fee, also ask certain feelings and put you in the second half of the game and through empathy through. Seeing the consequences, not just what you've done, but like what you've taken away. From his people get you to reflect on it. And that was kind of like what we were always after. I cannot track of of of your question. I just curious sort of of the. Sort of. Subverting that expectation, because so many of us went in expecting a revenge story, but I do things that I've taken away the most that empathy and that love and that care. That's the thing which is like maybe to a fault. We tried so hard to protect the experience players experience. We've done with the first game. Right within the last one never revealed why you're transporting Elliot from one coast to another, and ultimately the game is about the unconditional love. A parent feels for their child, and the sacrifice did. Megan is a feel to talk about that head on who will be taken away with experiences so for here? The say a here's an experience about empathy. You would play the first half. and You keep waiting for the shoe to drop. Your House is going to reflect back so instead. We presented something much simpler and then let you see how complex it is when

Elliot Jackson Neil Druckman Seattle Abbey Naughty Dog Jonathan Dornbush United States Joel Lucy O'brien Halley Abby Steph Ellie Megan Simonis Elliott Tommy