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Classic Postmortem: GoldenEye 007 | 2012 | Europe Talk | Mar

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  1.  
  2.  
  3. Transcript
  4.  
  5. 00:02 [Music]
  6.  
  7. 00:06 hello and welcome to the gold night
  8.  
  9. 00:09 double-o seven post mortem first I'd
  10.  
  11. 00:15 like to present my credentials
  12.  
  13. 00:17 I started making games when I was 12
  14.  
  15. 00:21 on the abit BBC microcomputer this was
  16.  
  17. 00:27 as a hobbyist and I would write in two
  18.  
  19. 00:30 magazines with games and they would
  20.  
  21. 00:32 print them for people to type in which
  22.  
  23. 00:35 is fairly incredible today but a good
  24.  
  25. 00:38 way to learn programming after
  26.  
  27. 00:41 university I was lucky enough to get a 00:43
  28.  
  29. job at rare as a first place as a
  30.  
  31. 00:48 programmer on killer instinct this was a 00:52
  32.  
  33. very hectic short by my standards
  34.  
  35. 00:57 project of one year we had to bring an 01:02
  36.  
  37. operating system and a new computer
  38.  
  39. 01:05 essentially was designed inside rare by
  40.  
  41. 01:08 Chris Stamper and peacocks from the
  42.  
  43. 01:13 ground up it was a thrilling project
  44.  
  45. 01:16 after this I was twiddling my thumbs in
  46.  
  47. 01:20 the stable block where the killer
  48.  
  49. 01:23 instinct team was working wondering what
  50.  
  51. 01:26 I'd be doing next but my most important
  52.  
  53. 01:34 credential is this video that I made
  54.  
  55. 01:38 when I was a child
  56.  
  57. 01:41 [Music]
  58.  
  59. 02:04 [Applause]
  60.  
  61. 02:06 thank you
  62.  
  63. 02:10 I'm full credit where credit's chew that
  64.  
  65. 02:13 was a team effort
  66.  
  67. 02:14 with me and my two brothers my youngest
  68.  
  69. 02:18 was actually the star I never felt most
  70.  
  71. 02:22 comfortable in front of the camera I was
  72.  
  73. 02:25 on piano and my middle brother was
  74.  
  75. 02:31 pulling down the gel so you know it's an
  76.  
  77. 02:35 example of how you need to pull together
  78.  
  79. 02:38 several technical effects to achieve the
  80.  
  81. 02:41 design result now the beginning of
  82.  
  83. 02:47 Goldeneye is a bit of a strange story as
  84.  
  85. 02:53 I understand it rare was approached by
  86.  
  87. 02:55 Nintendo and asked if they would be
  88.  
  89. 02:57 interested in making a game for the
  90.  
  91. 03:00 upcoming Bond film which didn't have a
  92.  
  93. 03:03 title at that time only a number and I
  94.  
  95. 03:08 assume there was some miscommunication
  96.  
  97. 03:12 or at least it was a gray area
  98.  
  99. 03:17 at that time there are essentially two
  100.  
  101. 03:20 large teams that rare one I'd finished
  102.  
  103. 03:24 Donkey Kong Country recently about 18
  104.  
  105. 03:28 people and the other had finished killer
  106.  
  107. 03:31 instinct coin-op that was about 10 maybe
  108.  
  109. 03:34 11 people there was a little bit of a
  110.  
  111. 03:37 competitive spirit between these two
  112.  
  113. 03:38 teams but Tim Stamper who was one of the
  114.  
  115. 03:42 directors of the company was very much
  116.  
  117. 03:43 on me Donkey Kong Country team and that
  118.  
  119. 03:47 was his brainchild that game and he went
  120.  
  121. 03:52 down to he went down to leave Stern
  122.  
  123. 03:56 where the film was going to be short for
  124.  
  125. 03:58 a press junket they were promoting the
  126.  
  127. 04:01 new film all the big stars were there I
  128.  
  129. 04:04 didn't know anything about this at the
  130.  
  131. 04:06 time his a his a scan from some of the
  132.  
  133. 04:12 subsequent publicity
  134.  
  135. 04:14 from that visit and here is a picture of
  136.  
  137. 04:17 very rare I have to say photograph of
  138.  
  139. 04:21 Tim Stamper who also schemed this button
  140.  
  141. 04:25 on the left here with the art director
  142.  
  143. 04:29 of gold my Andrew Ackland snow gold
  144.  
  145. 04:32 neither movie this is and it says I
  146.  
  147. 04:35 don't know if you can see this Tim
  148.  
  149. 04:39 Stamper who will design the Super NES
  150.  
  151. 04:41 game here's a photograph inside rare
  152.  
  153. 04:47 with the very large supercomputer called
  154.  
  155. 04:50 challenger in the end it was 20
  156.  
  157. 04:53 processors and it was awesome in that
  158.  
  159. 04:57 could do a great mouth rendering but not
  160.  
  161. 05:01 so good in that I had to reboot it every
  162.  
  163. 05:03 young every day or sometimes even three
  164.  
  165. 05:07 times a day so this is kind of a just
  166.  
  167. 05:12 kind of a funny of start Tim Stamper
  168.  
  169. 05:15 decided not to make the film
  170.  
  171. 05:17 Greg males on Donkey Kong Country who's
  172.  
  173. 05:22 I guess you would say lead designer on
  174.  
  175. 05:24 Donkey Kong Country wasn't that
  176.  
  177. 05:26 impressed so they decided to pass I
  178.  
  179. 05:29 heard about this as a rumor and I said
  180.  
  181. 05:34 to Tim Stamper that this sounds cool
  182.  
  183. 05:37 like I'd like to make this game and he
  184.  
  185. 05:41 said ok and that was that was pretty
  186.  
  187. 05:44 much my pitch
  188.  
  189. 05:47 I don't really know and I can't really
  190.  
  191. 05:53 explain why they had trust in me after
  192.  
  193. 05:57 simply being second programmer on killer
  194.  
  195. 06:00 instinct but I'm delighted and honored
  196.  
  197. 06:05 that they did at that time I was
  198.  
  199. 06:09 beginning to be involved in the hiring
  200.  
  201. 06:12 and I hired my first ever interview II
  202.  
  203. 06:15 was Mark Edmonds this was January 1995
  204.  
  205. 06:22 and he's someone you don't hear too much
  206.  
  207. 06:26 about from the Gold 9 team I don't know
  208.  
  209. 06:33 if you ever have noticed that weird
  210.  
  211. 06:36 thing that happens on one of the screens
  212.  
  213. 06:38 which is a very tall person walking like
  214.  
  215. 06:42 this you can just about make it out
  216.  
  217. 06:46 that's the only presence of Mark Evans
  218.  
  219. 06:50 in the game most of the team members
  220.  
  221. 06:53 were in the game myself included were in
  222.  
  223. 06:56 the game as a face on one of the
  224.  
  225. 06:58 characters that would be randomly
  226.  
  227. 07:01 generated all that was scripted but mark
  228.  
  229. 07:04 might preferred not to be so in the in
  230.  
  231. 07:08 the course of putting together my talk I
  232.  
  233. 07:11 asked all of the Goldeneye team if they
  234.  
  235. 07:16 had anything to say about the making of
  236.  
  237. 07:20 Goldeneye I had great pleasure I'm
  238.  
  239. 07:23 talking to each of them mark I asked the
  240.  
  241. 07:28 first question I asked him was what was
  242.  
  243. 07:31 it like working at rare and he was a
  244.  
  245. 07:35 very quiet humble guy and he said this
  246.  
  247. 07:39 in the nicest possible way he said it
  248.  
  249. 07:41 was work lunch work suffer play games
  250.  
  251. 07:45 for a bit work sleep repeat and you know
  252.  
  253. 07:50 for mark and myself it was a two-year
  254.  
  255. 07:53 eight-month project and about a thousand
  256.  
  257. 07:58 days
  258.  
  259. 07:59 it was it was a long project in the
  260.  
  261. 08:03 beginning we were probably working
  262.  
  263. 08:05 we were probably working ten hours a day
  264.  
  265. 08:07 but by the end I'm far in excess of that
  266.  
  267. 08:13 there was no such thing as an n64 the
  268.  
  269. 08:18 name before was ultra 64 and the name
  270.  
  271. 08:22 for that was project reality but circa
  272.  
  273. 08:25 the beginning of this project it was
  274.  
  275. 08:27 called the ultra 64 and the closest
  276.  
  277. 08:30 thing to it was this Onix Silicon
  278.  
  279. 08:35 Graphics Onix which I think the list
  280.  
  281. 08:37 price was about a hundred and fifty
  282.  
  283. 08:39 thousand dollars this is a no you can
  284.  
  285. 08:43 see it's a very large box it wouldn't
  286.  
  287. 08:45 fit under every desk and it emitted huge
  288.  
  289. 08:50 amounts of heat for graphics cards and
  290.  
  291. 08:52 it was not that reliable frankly like
  292.  
  293. 08:55 all the SGI machines if you pay that
  294.  
  295. 08:58 much money for something you know it's
  296.  
  297. 09:00 it's not going to be all that reliable
  298.  
  299. 09:02 and this was marks this was marks
  300.  
  301. 09:05 computer and he set about at the
  302.  
  303. 09:09 beginning working on the pipeline for
  304.  
  305. 09:11 the game trying to get a character on
  306.  
  307. 09:14 the screen trying to make do with what I
  308.  
  309. 09:18 mean we knew it wasn't going to be able
  310.  
  311. 09:19 to do very many polygons and we wanted
  312.  
  313. 09:22 lots of characters on screen so trying
  314.  
  315. 09:24 to make a character four-sided arms guru
  316.  
  317. 09:29 shading that was the first piece of
  318.  
  319. 09:32 graphics I ever saw on you know gray
  320.  
  321. 09:34 shaded no texture no artist one of the
  322.  
  323. 09:42 major themes I want to pull out from
  324.  
  325. 09:45 this that I was thinking about a lot
  326.  
  327. 09:46 when I was putting this together was to
  328.  
  329. 09:52 what extent does it make sense to talk
  330.  
  331. 09:56 about a game or making a game as a as an
  332.  
  333. 10:01 endeavor led by one person I find it's a
  334.  
  335. 10:06 very interesting question I'm in love
  336.  
  337. 10:08 with movies
  338.  
  339. 10:10 as well as games obviously but I love
  340.  
  341. 10:13 movies and I consider myself a film buff
  342.  
  343. 10:15 and from from the French critical theory
  344.  
  345. 10:22 around the time of Truffaut etc they had
  346.  
  347. 10:25 this idea of auteur theory which is the
  348.  
  349. 10:29 idea that there was one author of the
  350.  
  351. 10:32 work and that was Francois Truffaut or
  352.  
  353. 10:35 whatever now this you know we looked
  354.  
  355. 10:39 films perhaps too often films were
  356.  
  357. 10:42 looking to gain to our films were
  358.  
  359. 10:43 looking to books and you know this was
  360.  
  361. 10:46 the idea that had an author wrote a book
  362.  
  363. 10:50 and no toy is my way of saying well you
  364.  
  365. 10:54 know myth maybe it's not like that at
  366.  
  367. 10:56 all maybe it's a totally collaborative
  368.  
  369. 11:00 process well when it works well and
  370.  
  371. 11:03 there's no one Authority and there's no
  372.  
  373. 11:08 one author so this is one of the things
  374.  
  375. 11:10 I want to pull out recently I found some
  376.  
  377. 11:15 paper from the Goldeneye project I
  378.  
  379. 11:18 originally thought I had nothing but I'm
  380.  
  381. 11:20 going to show you for the first time
  382.  
  383. 11:22 about ten pages of very very early
  384.  
  385. 11:27 documents that I put together which all
  386.  
  387. 11:31 materials that I have this is my
  388.  
  389. 11:35 jottings the date on this can't be right
  390.  
  391. 11:38 it says 94 it must be 95 February 95 and
  392.  
  393. 11:46 I was wondering to myself the two I
  394.  
  395. 11:50 think Tim very important questions for
  396.  
  397. 11:52 this game what's the appropriate level
  398.  
  399. 11:55 of humor and what's the appropriate
  400.  
  401. 11:57 level of violence this is a list of
  402.  
  403. 12:01 questions mainly which is a good start
  404.  
  405. 12:06 to any project I suppose
  406.  
  407. 12:08 can we get footage can we use the actual
  408.  
  409. 12:10 music come use a title sequence can we -
  410.  
  411. 12:12 likenesses can we use material from
  412.  
  413. 12:16 other Bond films
  414.  
  415. 12:18 can we get photos of props costumes etc
  416.  
  417. 12:20 a bit of a list so I was wondering all
  418.  
  419. 12:22 this and actually in a communication
  420.  
  421. 12:24 I made this clear turn in Tendo and they
  422.  
  423. 12:26 were good enough to send back an
  424.  
  425. 12:29 extremely detailed document explaining
  426.  
  427. 12:31 everything we could use which was an
  428.  
  429. 12:34 astonishing amount we're very lucky to
  430.  
  431. 12:37 have such a broad license so these are
  432.  
  433. 12:44 my thoughts at the same time in my mind
  434.  
  435. 12:48 was virtual cop and doom on the ultra 64
  436.  
  437. 12:50 as it was called no gun I'd also been
  438.  
  439. 12:54 playing a lot of time crisis and
  440.  
  441. 12:56 together with Mark and you know I could
  442.  
  443. 12:59 see the value of having a gun in your
  444.  
  445. 13:01 hand but there was no gun planned for
  446.  
  447. 13:05 the n64 at this time we had no control
  448.  
  449. 13:08 or no idea what the control would be
  450.  
  451. 13:10 like at all so there was no there was no
  452.  
  453. 13:16 certainty but there was a rumor that
  454.  
  455. 13:20 there was going to be a analog stick and
  456.  
  457. 13:24 that was all I knew so I was pondering
  458.  
  459. 13:28 with the analog joypad be okay is it
  460.  
  461. 13:32 okay to shoot lots of people I don't
  462.  
  463. 13:34 think I actually put that question to
  464.  
  465. 13:36 management or to Nintendo if I had they
  466.  
  467. 13:40 probably said no it was very much in my
  468.  
  469. 13:43 mind that bond wasn't I mean you know he
  470.  
  471. 13:48 does kill people he does have a license
  472.  
  473. 13:50 to kill but it's not a gorefest
  474.  
  475. 13:53 it's not an incredibly violent game it's
  476.  
  477. 13:59 not an incredibly violent universe so
  478.  
  479. 14:01 you know this is very much in my mind
  480.  
  481. 14:02 talking here about Street Fighter is
  482.  
  483. 14:05 less violent than Virtua cop which is
  484.  
  485. 14:08 less violent than doom which is less
  486.  
  487. 14:10 violent than Pulp Fiction is an
  488.  
  489. 14:14 adventure aspect a good idea gets the
  490.  
  491. 14:16 camera route fixed
  492.  
  493. 14:18 model destructions crucial character
  494.  
  495. 14:21 motions we fixed can we use the likeness
  496.  
  497. 14:23 of Pierce Brosnan maybe to play a
  498.  
  499. 14:25 corporate ear for bigger idea legal can
  500.  
  501. 14:30 we use the Walther PPK and down the
  502.  
  503. 14:33 bottom I'm just starting to talk about
  504.  
  505. 14:34 the schedule is it one programmer 2
  506.  
  507. 14:36 artist
  508.  
  509. 14:37 to two other artists are you know that's
  510.  
  511. 14:40 very much think of a small member of
  512.  
  513. 14:43 program as a large number of artists
  514.  
  515. 14:45 controls aim shoot dive left-right
  516.  
  517. 14:47 advanced retreat you know these these
  518.  
  519. 14:50 are all ideas and then Tim asked me to
  520.  
  521. 14:52 produce a a formal document so that I
  522.  
  523. 14:57 could show the management of rare what I
  524.  
  525. 15:00 was thinking
  526.  
  527. 15:00 so I produced this this is April 1995
  528.  
  529. 15:05 couple of months later slightly drawing
  530.  
  531. 15:09 back my scope focusing more on virtual
  532.  
  533. 15:12 cop which is obviously a simpler game to
  534.  
  535. 15:16 make large number of character types
  536.  
  537. 15:18 more moves and virtual cop for each
  538.  
  539. 15:21 character this was all comparing it to
  540.  
  541. 15:23 virtual pot more intelligent characters
  542.  
  543. 15:26 this is where it starts to diverge so
  544.  
  545. 15:29 this is suggesting that we spend much
  546.  
  547. 15:34 more effort on the artificial
  548.  
  549. 15:36 intelligence all characters will try to
  550.  
  551. 15:40 survive but in addition they might be
  552.  
  553. 15:43 trying to reach an alarm switch rescue
  554.  
  555. 15:45 their comrade obey an order play dead
  556.  
  557. 15:48 hide under a table or reach an exit
  558.  
  559. 15:51 wouldn't it be awesome if a character
  560.  
  561. 15:53 tried to hide under a table in the first
  562.  
  563. 15:55 person shoes I'd I've never seen that
  564.  
  565. 15:57 yet a large range of objects more users
  566.  
  567. 16:01 for each object more interesting 3d
  568.  
  569. 16:03 backgrounds you know all really kind of
  570.  
  571. 16:08 had the thought of missions if it's so
  572.  
  573. 16:10 well in with bond but not the idea of
  574.  
  575. 16:13 five per level or anything like that
  576.  
  577. 16:16 talking about more and less covert
  578.  
  579. 16:18 missions your bomb storming a train or
  580.  
  581. 16:21 escape from a building with unsilenced
  582.  
  583. 16:23 weapons against stiffer opposition the
  584.  
  585. 16:27 violence will be low-key I say down the
  586.  
  587. 16:29 bottom so I've returned just behavior
  588.  
  589. 16:32 will not be encouraged control you know
  590.  
  591. 16:36 you can't really say too much about this
  592.  
  593. 16:38 this whole paragraph isn't maybe it'll
  594.  
  595. 16:40 be like this maybe it'll be like that we
  596.  
  597. 16:43 didn't have hardware we didn't know
  598.  
  599. 16:46 realism
  600.  
  601. 16:47 I I knew that it shouldn't be totally
  602.  
  603. 16:52 realistic had to feel a little bit
  604.  
  605. 16:54 realistic well but what I had in mind is
  606.  
  607. 16:57 a kind of film realism which is a silly
  608.  
  609. 16:59 realism on the surface it looks real for
  610.  
  611. 17:03 this got bizarre rules you know like
  612.  
  613. 17:06 cars explode the instant you tap against
  614.  
  615. 17:09 someone or you know all the enemies have
  616.  
  617. 17:13 awful aim which is the famous in the
  618.  
  619. 17:18 stormtroopers so I had this kind of idea
  620.  
  621. 17:21 of filming filming realism film physics
  622.  
  623. 17:27 bullets leaving their mark on the walls
  624.  
  625. 17:29 around the level I think that that level
  626.  
  627. 17:32 of interactivity you know pretty much
  628.  
  629. 17:35 all you have is the gun and the more the
  630.  
  631. 17:37 gun can do and reach out to the
  632.  
  633. 17:38 environment and feedback to you that
  634.  
  635. 17:41 stuff is happening the better multiple
  636.  
  637. 17:44 option I was talking about a link out
  638.  
  639. 17:45 between two consoles thank goodness we
  640.  
  641. 17:48 didn't so this is a list of levels which
  642.  
  643. 17:54 is kind of two-thirds how it came out
  644.  
  645. 17:57 we had actually we put down not the
  646.  
  647. 18:00 second level as the first level in the
  648.  
  649. 18:01 end we have seven err are twice as I
  650.  
  651. 18:04 thought that worked out our fav oh I
  652.  
  653. 18:11 find wrote six six levels here at the
  654.  
  655. 18:14 end era they bow so I guess you know I
  656.  
  657. 18:16 wanted there to be a goodly number of
  658.  
  659. 18:18 levels but I didn't feel there was quite
  660.  
  661. 18:21 enough material in the film so trying to
  662.  
  663. 18:23 pull out more and more from the film to
  664.  
  665. 18:27 you know make make a substantial game
  666.  
  667. 18:33 you know here I'm here I'm talking
  668.  
  669. 18:35 through the possibility of missions on
  670.  
  671. 18:38 on each level
  672.  
  673. 18:44 I listed the weapons and looking back
  674.  
  675. 18:51 this is very naive this list because
  676.  
  677. 18:54 it's so ambitious you know I've got a
  678.  
  679. 18:58 sniper's rifle with a site in this list
  680.  
  681. 19:01 and the game the game wasn't supposed to
  682.  
  683. 19:07 take nearly three years to make but you
  684.  
  685. 19:13 can already see the degree of ambition
  686.  
  687. 19:17 within me and also within the team in
  688.  
  689. 19:20 this document various gadgets MQ
  690.  
  691. 19:27 wouldn't ever been great to have
  692.  
  693. 19:29 Moneypenny it was not to be now this is
  694.  
  695. 19:34 an interesting list this is a visual
  696.  
  697. 19:36 effects which I felt was fit to dedicate
  698.  
  699. 19:39 a page to in this short document muzzle
  700.  
  701. 19:42 flashes ricochets cartridge cases
  702.  
  703. 19:45 ejected from guns wounds sparks from
  704.  
  705. 19:50 cute equipment flames smoke day and
  706.  
  707. 19:54 night gas escaping seeing Lake Effect's
  708.  
  709. 19:57 mirror and glass reflections again
  710.  
  711. 20:01 really quite ambitious for what was
  712.  
  713. 20:03 supposed to be a short project so in
  714.  
  715. 20:09 terms of material from the film we have
  716.  
  717. 20:10 very little to begin with we had an
  718.  
  719. 20:11 early shooting script which was lovely
  720.  
  721. 20:16 to thumb through whom ana.k us a lot of
  722.  
  723. 20:19 information about what they were
  724.  
  725. 20:20 planning in the film but we didn't know
  726.  
  727. 20:23 what they were actually going to shoot
  728.  
  729. 20:25 before too long we were informed of
  730.  
  731. 20:28 their shooting schedule and we were
  732.  
  733. 20:31 invited to go along to collect
  734.  
  735. 20:34 photographic material and this is our
  736.  
  737. 20:37 copy of the document they said you can
  738.  
  739. 20:40 see I put a question mark on statue park
  740.  
  741. 20:43 there wondering if it was going to make
  742.  
  743. 20:47 it as a level and if it was worth a
  744.  
  745. 20:49 visit to the film set but all of us were
  746.  
  747. 20:51 very privileged to be offered to go and
  748.  
  749. 20:54 see the film set and
  750.  
  751. 20:56 you see a photograph twitch you know
  752.  
  753. 20:59 perhaps the director Martin Campbell
  754.  
  755. 21:02 might have preferred to have a quieter
  756.  
  757. 21:05 set but he was a great item Norma's
  758.  
  759. 21:07 pleasure knows our norms helped to
  760.  
  761. 21:09 making the game so closely follow the
  762.  
  763. 21:12 film so the next higher to the team was
  764.  
  765. 21:18 Carl Hilton and Carl said to me it was
  766.  
  767. 21:26 great to go down to the sets that leaves
  768.  
  769. 21:27 done and take photos of all the
  770.  
  771. 21:28 different locations
  772.  
  773. 21:29 he also was a Bond fan almost all the
  774.  
  775. 21:32 team we were all Bond fans selection
  776.  
  777. 21:34 effect it was so you know it was a
  778.  
  779. 21:37 project that personally interested all
  780.  
  781. 21:39 of us at the end here he said for me 32
  782.  
  783. 21:43 by 32 RGB 64 by 64 tint the n64 did not
  784.  
  785. 21:52 have a large texture cache and one of
  786.  
  787. 21:55 Carl's bugbears and one of his very
  788.  
  789. 21:57 tight constraints was the size of the
  790.  
  791. 21:59 textures he had to make and most of the
  792.  
  793. 22:03 textures were 32 by 32 many of them
  794.  
  795. 22:06 could be as large as 64 by 64 and now
  796.  
  797. 22:09 you know nowadays I've never actually
  798.  
  799. 22:14 seen but I'm sure there's textures that
  800.  
  801. 22:16 a twelve megabytes which is as large as
  802.  
  803. 22:19 the whole ROM on gold night you know
  804.  
  805. 22:23 nowadays you the smallest iPod you get
  806.  
  807. 22:25 his two gigabytes which is hundred more
  808.  
  809. 22:32 times larger than the entire Goldeneye
  810.  
  811. 22:35 ROM so people have very strict
  812.  
  813. 22:40 constraints to work to this is Carl
  814.  
  815. 22:43 as a scientist being Big Shot for no
  816.  
  817. 22:49 reason and you can see the texture in
  818.  
  819. 22:52 the background there's really not that
  820.  
  821. 22:54 many that many pixels there so Carl was
  822.  
  823. 22:59 good enough to send me some of his heart
  824.  
  825. 23:04 work that was from his desk
  826.  
  827. 23:07 Fiske it's a funny you know how how
  828.  
  829. 23:13 relaxed we were this is his his list of
  830.  
  831. 23:17 what levels were definite he's written
  832.  
  833. 23:26 here again another texture size and
  834.  
  835. 23:28 another one at the top 64 line
  836.  
  837. 23:30 you can tell what was on his mind this
  838.  
  839. 23:34 is his plan for silo version one at the
  840.  
  841. 23:36 bottom here that's the level with halls
  842.  
  843. 23:40 house and was one of the very first
  844.  
  845. 23:42 levels that was modeled we actually
  846.  
  847. 23:45 showed that at Shawshank I on video only
  848.  
  849. 23:48 form with a mock-up it wasn't a playable
  850.  
  851. 23:51 game at all it was a mock-up with
  852.  
  853. 23:53 handcrafted cameras blinds and then all
  854.  
  855. 23:59 the audio was added in afterwards so
  856.  
  857. 24:03 there's a thus a more modern reverse
  858.  
  859. 24:05 engineered image of the silo level
  860.  
  861. 24:12 that's not contemporary just to give you
  862.  
  863. 24:14 an idea this is Karla textures now you
  864.  
  865. 24:33 know as we got through the levels we've
  866.  
  867. 24:35 got a little bit more sophisticated this
  868.  
  869. 24:37 is some petersburg version 3 on the
  870.  
  871. 24:40 right here but really as I as Carl put
  872.  
  873. 24:45 it it's not the art of Prometheus
  874.  
  875. 24:47 you couldn't put this together in a
  876.  
  877. 24:49 coffee table book but this is pretty
  878.  
  879. 24:52 much all the paper that we used during
  880.  
  881. 24:55 the development of the game really what
  882.  
  883. 24:57 we were focusing on was the tools on the
  884.  
  885. 25:00 SGI machines that we had looking at the
  886.  
  887. 25:04 screen they're resizing the window down
  888.  
  889. 25:07 to 320 240 to try and simulate what the
  890.  
  891. 25:13 old 64 would be like
  892.  
  893. 25:18 me Jones was the next hire she was an
  894.  
  895. 25:23 artist and was responsible for many
  896.  
  897. 25:30 things but chiefly or all the characters
  898.  
  899. 25:32 I asked her you know what was the what
  900.  
  901. 25:35 was the work you did that you've most
  902.  
  903. 25:36 proud of and there's a bit of a tease
  904.  
  905. 25:39 but the answer was building the for
  906.  
  907. 25:43 James Bond's each one was different
  908.  
  909. 25:45 Roger has a white tux Shawn had a
  910.  
  911. 25:49 double-breasted jacket and Tim had an
  912.  
  913. 25:52 open tux I was very pleased with the
  914.  
  915. 25:54 likenesses but I guess you'll just have
  916.  
  917. 25:57 to believe me sorry about that this is
  918.  
  919. 26:01 another piece of work that B did which
  920.  
  921. 26:03 was for the promotion of the game this
  922.  
  923. 26:09 was done actually once the game was
  924.  
  925. 26:10 finished and she had a little bit more
  926.  
  927. 26:12 free time first designer on the project
  928.  
  929. 26:15 was Duncan Bach would he he said to me
  930.  
  931. 26:20 that he was most proud of a multiplayer
  932.  
  933. 26:22 mode steve coded it in a month which was
  934.  
  935. 26:27 the work of a magician while I set up
  936.  
  937. 26:30 the spawning weapon and ammo points mrs.
  938.  
  939. 26:33 Duncan talking and cut the level
  940.  
  941. 26:35 backgrounds down to a quarter of their
  942.  
  943. 26:36 poly count then made new backgrounds
  944.  
  945. 26:38 when we didn't have enough variety Carl
  946.  
  947. 26:40 contributed some fantastically complex
  948.  
  949. 26:42 environments as well which meant I had
  950.  
  951. 26:44 to go back and do better texturing on
  952.  
  953. 26:47 the ones I had made you know on a small
  954.  
  955. 26:50 team like this there's so many jobs it's
  956.  
  957. 26:54 impossible to explain what it what each
  958.  
  959. 26:57 person did comprehensively so I can only
  960.  
  961. 27:01 give you a tiny indication in a one-hour
  962.  
  963. 27:03 talk Steve Ellis was a mention
  964.  
  965. 27:08 programmer who did the multiplayer and
  966.  
  967. 27:12 many other things he said one of the
  968.  
  969. 27:14 things that always strikes me as crazy
  970.  
  971. 27:15 in retrospect is until sometime like
  972.  
  973. 27:18 March or April of 1997 so that's two
  974.  
  975. 27:22 years after we'd begun there wasn't a
  976.  
  977. 27:24 multiplayer mode at all hadn't even been
  978.  
  979. 27:26 started it really was put in at the last
  980.  
  981. 27:29 minute something you wouldn't dream of
  982.  
  983. 27:31 in these days and it was done without
  984.  
  985. 27:33 the knowledge or permission of the
  986.  
  987. 27:35 management too rare a Nintendo sorry
  988.  
  989. 27:41 management a rare a Nintendo the first
  990.  
  991. 27:44 thing they knew about it was when we
  992.  
  993. 27:45 showed it to them working however since
  994.  
  995. 27:48 the game was already late by that time
  996.  
  997. 27:50 if we haven't done it that way probably
  998.  
  999. 27:51 would never have happened
  1000.  
  1001. 27:52 and I suppose there's quite a few
  1002.  
  1003. 27:55 features that we snuck in and it was
  1004.  
  1005. 27:59 only possible because of the fact that
  1006.  
  1007. 28:02 the management trusted us you know they
  1008.  
  1009. 28:05 believed in the team and you know they
  1010.  
  1011. 28:07 weren't they weren't coming in even
  1012.  
  1013. 28:09 every week you know I'm sure there was a
  1014.  
  1015. 28:12 six-month stretches where no member of
  1016.  
  1017. 28:16 rare or Nintendo management came in to
  1018.  
  1019. 28:19 the team offices which is really quite
  1020.  
  1021. 28:23 extraordinary and all credit to them
  1022.  
  1023. 28:25 that they felt able to take that much of
  1024.  
  1025. 28:31 a Leanback approach and place that much
  1026.  
  1027. 28:35 trust in a team all the people on the
  1028.  
  1029. 28:39 team had never made a game before except
  1030.  
  1031. 28:44 for myself and ad Smith so a lot of
  1032.  
  1033. 28:51 trust down grain nor gate was one of
  1034.  
  1035. 28:56 three audio people on the project Graham
  1036.  
  1037. 28:59 was involved for extremely long stretch
  1038.  
  1039. 29:02 of the project and responsible for all
  1040.  
  1041. 29:06 the sound effects one of the fascinating
  1042.  
  1043. 29:08 things about the sounds when you
  1044.  
  1045. 29:09 actually shoot in Goldeneye and you hit
  1046.  
  1047. 29:12 something something like seven eight or
  1048.  
  1049. 29:14 nine
  1050.  
  1051. 29:14 sound effects will actually trigger so
  1052.  
  1053. 29:17 much effort was put into the various
  1054.  
  1055. 29:21 permutations and combinations and the
  1056.  
  1057. 29:24 randomness in the sound effects to try
  1058.  
  1059. 29:28 and give a punch and a pleasant tactile
  1060.  
  1061. 29:32 sensation and you know the reward yes I
  1062.  
  1063. 29:38 either game no you're hitting this I
  1064.  
  1065. 29:41 know you're hitting
  1066.  
  1067. 29:42 I know you're hitting the other so
  1068.  
  1069. 29:44 enormous amount of effort went into
  1070.  
  1071. 29:46 polishing compressing you know iterating
  1072.  
  1073. 29:49 iterating iterating on those sounds and
  1074.  
  1075. 29:52 you know Graham did all of that but he
  1076.  
  1077. 29:54 was also a composer and he wrote half of
  1078.  
  1079. 29:58 them using something like forty or fifty
  1080.  
  1081. 30:00 pieces of music in the entire game which
  1082.  
  1083. 30:04 is an incredible feat not least because
  1084.  
  1085. 30:08 of the measly budget I gave them to fit
  1086.  
  1087. 30:12 all of the sound effects all of the
  1088.  
  1089. 30:15 instrument facts and all of the MIDI
  1090.  
  1091. 30:16 music on the wrong this is the famous
  1092.  
  1093. 30:24 David dope he was seconded last designer
  1094.  
  1095. 30:30 to join the team this is him as a
  1096.  
  1097. 30:34 scientist he was unusual we had a great
  1098.  
  1099. 30:37 piece of good luck he was actually a
  1100.  
  1101. 30:40 biochemist his PhD was in biochemistry
  1102.  
  1103. 30:45 before he before I hired him to rare to
  1104.  
  1105. 30:50 actually be a system administrator for
  1106.  
  1107. 30:52 rare so after a while I'm talking to him
  1108.  
  1109. 30:55 you know we had a great relationship and
  1110.  
  1111. 30:58 I felt that he had been an awesome
  1112.  
  1113. 31:01 addition to the team I'm so glad I made
  1114.  
  1115. 31:05 that choice um who's you unquestionably
  1116.  
  1117. 31:09 one of the best FES designers in the
  1118.  
  1119. 31:13 world
  1120.  
  1121. 31:13 this is Dave dhoka myself being silly
  1122.  
  1123. 31:17 you know the team had to produce you
  1124.  
  1125. 31:21 know we we scratched for what
  1126.  
  1127. 31:24 photographic materials we could get but
  1128.  
  1129. 31:27 there's very little in the way of faces
  1130.  
  1131. 31:29 of the actors even even the bit parts
  1132.  
  1133. 31:35 even even pierce brosnan so it was like
  1134.  
  1135. 31:38 magazines and we found a picture of jaws
  1136.  
  1137. 31:40 it was about this big in some magazine
  1138.  
  1139. 31:43 so yeah of course crazy
  1140.  
  1141. 31:45 here we are we're dressing out to
  1142.  
  1143. 31:47 provide silhouettes for the video
  1144.  
  1145. 31:50 screens in 7 a.m. bunker
  1146.  
  1147. 31:53 this is actually a later picture from
  1148.  
  1149. 31:56 near the end what I've got in my hand
  1150.  
  1151. 31:57 there is the mock-up of the box art for
  1152.  
  1153. 32:02 the product that was produced by
  1154.  
  1155. 32:04 Nintendo they sent it to us we printed
  1156.  
  1157. 32:06 it out on one of the few color printers
  1158.  
  1159. 32:08 in the company and I folded it together
  1160.  
  1161. 32:11 to make a simulation of what the box
  1162.  
  1163. 32:14 would look like one of the things I'd
  1164.  
  1165. 32:17 like to talk about in Goldeneye that I
  1166.  
  1167. 32:20 think isn't spoken about enough is humor
  1168.  
  1169. 32:25 there's a lot of things that happen in
  1170.  
  1171. 32:28 there some were intentional some not so
  1172.  
  1173. 32:31 intentional but I think all of them
  1174.  
  1175. 32:33 great addition to the game there helped
  1176.  
  1177. 32:36 to make you laugh any any first-person
  1178.  
  1179. 32:39 shooter and almost any game is a series
  1180.  
  1181. 32:45 of hills and valleys of tension you know
  1182.  
  1183. 32:49 you go around the corner
  1184.  
  1185. 32:50 maybe there's a guy there oh there isn't
  1186.  
  1187. 32:53 you go into another corner no guy oh I
  1188.  
  1189. 32:58 hear some shooting over there come
  1190.  
  1191. 33:00 around a corner three guys bang bang so
  1192.  
  1193. 33:02 it's that's ramping up the tension but
  1194.  
  1195. 33:06 to bring it down again it's more
  1196.  
  1197. 33:08 difficult and humans incredibly
  1198.  
  1199. 33:10 important for that and you know that
  1200.  
  1201. 33:13 helps to bring the valleys in and to
  1202.  
  1203. 33:15 make the to give the level of structure
  1204.  
  1205. 33:17 and emotional structure which is really
  1206.  
  1207. 33:22 important for people's people's reward
  1208.  
  1209. 33:24 because people are base emotional
  1210.  
  1211. 33:26 animals so you know if it's not really
  1212.  
  1213. 33:35 realistic it was it was kind of cool
  1214.  
  1215. 33:38 maja mark was very pleased the first
  1216.  
  1217. 33:43 time he got the watch to come up on the
  1218.  
  1219. 33:45 screen but you know really it's it's a
  1220.  
  1221. 33:48 little bit silly and the explosions
  1222.  
  1223. 33:54 there's another example of humor because
  1224.  
  1225. 33:57 for reasons I still don't understand
  1226.  
  1227. 34:00 when there's an explosion it's kind of a
  1228.  
  1229. 34:04 crediting effect and the software
  1230.  
  1231. 34:06 credits the momentum to the nearby
  1232.  
  1233. 34:09 enemies and when it reaches a certain
  1234.  
  1235. 34:12 amount they fly off so what you happen
  1236.  
  1237. 34:15 is there's an explosion people are there
  1238.  
  1239. 34:17 like this slightly too long and then
  1240.  
  1241. 34:20 they fly off into the air and it is very
  1242.  
  1243. 34:24 very funny and you know I by rights I
  1244.  
  1245. 34:28 should have been sick of the game by the
  1246.  
  1247. 34:30 end of 2 and 2/3 years but I derived a
  1248.  
  1249. 34:36 great deal of satisfaction from just you
  1250.  
  1251. 34:38 know lobbying around a few few minds
  1252.  
  1253. 34:41 blowing out people watching them cascade
  1254.  
  1255. 34:44 around you know the silly there's an
  1256.  
  1257. 34:49 argument that we could have had more
  1258.  
  1259. 34:50 quality control and we can say yeah you
  1260.  
  1261. 34:52 know what
  1262.  
  1263. 34:53 let's not have the Moonraker outfits
  1264.  
  1265. 34:55 they're a bit silly but instead you know
  1266.  
  1267. 35:00 be made it and it went in this it is
  1268.  
  1269. 35:05 silly but it's also great yeah thus
  1270.  
  1271. 35:07 laughing oh how did nobody ever said on
  1272.  
  1273. 35:12 the team no one ever said this this is
  1274.  
  1275. 35:15 ridiculous it was one of a very very
  1276.  
  1277. 35:20 long list of things you know we wanted
  1278.  
  1279. 35:22 it we implemented it
  1280.  
  1281. 35:24 it seemed okay we move on you know we
  1282.  
  1283. 35:27 it's it's absolutely hilarious and I
  1284.  
  1285. 35:29 love it but again you could make an
  1286.  
  1287. 35:33 argument that it should be different
  1288.  
  1289. 35:35 more realistic much more sober and I
  1290.  
  1291. 35:38 think you'd be taking out a lot of
  1292.  
  1293. 35:41 character of the game the toilets yeah
  1294.  
  1295. 35:44 the English and Japanese found humor in
  1296.  
  1297. 35:47 the talk so you know overall you know
  1298.  
  1299. 35:53 what I what I love to try and put into a
  1300.  
  1301. 35:55 game is a sense of humor you know I
  1302.  
  1303. 35:58 think people want to have fun and a part
  1304.  
  1305. 36:01 of that is laughter but also any game
  1306.  
  1307. 36:03 it's presents a challenge it can become
  1308.  
  1309. 36:05 become tiresome the frustration can
  1310.  
  1311. 36:07 become overbearing the more humor you
  1312.  
  1313. 36:09 can get in there the better and a lot of
  1314.  
  1315. 36:12 it is going to be serendipity it's going
  1316.  
  1317. 36:15 to be things you do that
  1318.  
  1319. 36:17 you didn't plan on what they turn out to
  1320.  
  1321. 36:18 be a little bit silly and if you can if
  1322.  
  1323. 36:20 you can leave those and the teams
  1324.  
  1325. 36:23 comfortable to leave them that's correct
  1326.  
  1327. 36:27 next thing I want to talk about is
  1328.  
  1329. 36:29 mistakes I like things that by rights
  1330.  
  1331. 36:32 are really truly a mistake in game
  1332.  
  1333. 36:35 design I guess some of you might know
  1334.  
  1335. 36:41 I'm probably the biggest one is odd-job
  1336.  
  1337. 36:46 have really anxiety in you know odd job
  1338.  
  1339. 36:55 was an annoying character in multiplayer
  1340.  
  1341. 36:57 because it's very hard to shoot because
  1342.  
  1343. 36:59 he was so short and you could certainly
  1344.  
  1345. 37:03 make an irony should never have been in
  1346.  
  1347. 37:05 the game that it be a better game
  1348.  
  1349. 37:08 without him some you know one of your
  1350.  
  1351. 37:10 friends is going to choose all job it's
  1352.  
  1353. 37:12 a cheesy thing to do and it spoils the
  1354.  
  1355. 37:14 game but to me that's a social dynamics
  1356.  
  1357. 37:18 problem you should be putting pressure
  1358.  
  1359. 37:21 on your friend to not be a cheater but
  1360.  
  1361. 37:24 fearful of people have redefined this as
  1362.  
  1363. 37:26 you know our job is what the cheater
  1364.  
  1365. 37:28 picks and I think that's a beautiful
  1366.  
  1367. 37:31 solution to what could be said it was
  1368.  
  1369. 37:33 under balancing we didn't have time to
  1370.  
  1371. 37:39 bounce all the characters really we just
  1372.  
  1373. 37:41 threw them in for the multiplayer but
  1374.  
  1375. 37:45 you know these little these little
  1376.  
  1377. 37:47 quirks and bits of sketchiness I really
  1378.  
  1379. 37:51 strongly feel I bring personality to the
  1380.  
  1381. 37:53 game another one of the things that I
  1382.  
  1383. 37:58 personally feel so proud about the game
  1384.  
  1385. 38:00 is kind of sandbox nature it's not it's
  1386.  
  1387. 38:04 not really it's not really a sandbox
  1388.  
  1389. 38:07 game but many of the levels are linear
  1390.  
  1391. 38:12 and many of them you you you have a
  1392.  
  1393. 38:15 little bit of choice you know you could
  1394.  
  1395. 38:17 do the missions in this order all that
  1396.  
  1397. 38:19 order but really you know is you can't
  1398.  
  1399. 38:22 really say it's the sandbox game but
  1400.  
  1401. 38:23 there's there's a there's a sandbox a
  1402.  
  1403. 38:26 way to play it and that's when you don't
  1404.  
  1405. 38:29 care about the missions
  1406.  
  1407. 38:30 anymore when he played it enough and you
  1408.  
  1409. 38:33 just want to mess around with with the
  1410.  
  1411. 38:36 guys and you know my personal fave I
  1412.  
  1413. 38:40 spent I remember well six hours one
  1414.  
  1415. 38:44 evening playing and playing in in the
  1416.  
  1417. 38:48 bunker drawing in more of the infinite
  1418.  
  1419. 38:51 forn
  1420.  
  1421. 38:52 enemies and shooting their hats off six
  1422.  
  1423. 38:57 hours and I had I had like a massive
  1424.  
  1425. 38:58 collection of hats on the ground and you
  1426.  
  1427. 39:01 could shoot them I don't know if you
  1428.  
  1429. 39:02 ever know this you can shoot them you
  1430.  
  1431. 39:04 can get them up in the air you can
  1432.  
  1433. 39:05 juggle the hats you can chew them at
  1434.  
  1435. 39:08 Calculon party you can see you know that
  1436.  
  1437. 39:13 that is a really pleasurable thing and
  1438.  
  1439. 39:16 it's something that came out of the game
  1440.  
  1441. 39:18 development totally organically nobody
  1442.  
  1443. 39:20 ever said you know let's make it so they
  1444.  
  1445. 39:24 you know so that you can shoot the house
  1446.  
  1447. 39:26 in the air for six hours it would have
  1448.  
  1449. 39:30 been a ridiculous statement but you know
  1450.  
  1451. 39:32 what we did say was that's a kind of
  1452.  
  1453. 39:35 funny why don't we have some hats and
  1454.  
  1455. 39:39 the rest was mark Edmonds execution now
  1456.  
  1457. 39:47 one stage we did have some much more
  1458.  
  1459. 39:50 violent effects in the game we have one
  1460.  
  1461. 39:52 texture long animated texture new masses
  1462.  
  1463. 39:56 of blood so when you shoot it was made
  1464.  
  1465. 39:59 me feel you know I consider myself to
  1466.  
  1467. 40:01 have a strong stomach made me feel a
  1468.  
  1469. 40:02 little bit uncomfortable seeing this in
  1470.  
  1471. 40:05 glorious 3d you know Howard Lincoln came
  1472.  
  1473. 40:09 round one time and he was he saw one of
  1474.  
  1475. 40:12 our animations which was to shoot
  1476.  
  1477. 40:14 someone in the groin and they then would
  1478.  
  1479. 40:17 ride around on the ground for it seemed
  1480.  
  1481. 40:20 like it must have been less than two
  1482.  
  1483. 40:22 minutes but seemed like forever that
  1484.  
  1485. 40:24 they were there writhing around on the
  1486.  
  1487. 40:26 ground and it had a humor value but
  1488.  
  1489. 40:30 really it was too too violent you know
  1490.  
  1491. 40:33 and we'd we took out the the flip book
  1492.  
  1493. 40:36 texture or incredibly bloody we toned
  1494.  
  1495. 40:39 down the hits so there
  1496.  
  1497. 40:40 really quite subtle on the bodies that
  1498.  
  1499. 40:44 you know they are read the characters
  1500.  
  1501. 40:47 disappear after you have shot them
  1502.  
  1503. 40:50 totally not realistic but it kind of
  1504.  
  1505. 40:52 underlines the fact that you shouldn't
  1506.  
  1507. 40:56 really care about them that you know you
  1508.  
  1509. 40:59 shouldn't feel bad about shooting them
  1510.  
  1511. 41:01 it makes it easier to to play a game
  1512.  
  1513. 41:03 which is you know like any FPS it is
  1514.  
  1515. 41:06 essentially about killing a long long
  1516.  
  1517. 41:08 series of Fievel and I have to say the
  1518.  
  1519. 41:12 graphics which today looks so blocky and
  1520.  
  1521. 41:15 awkward you know even in the day they
  1522.  
  1523. 41:17 were a little you know the shape of the
  1524.  
  1525. 41:19 head it wasn't it's a little bit you
  1526.  
  1527. 41:22 know can't we do better than this
  1528.  
  1529. 41:24 but that non-realism in the graphics was
  1530.  
  1531. 41:29 actually a big help to making it a more
  1532.  
  1533. 41:32 light game and more in touch with the
  1534.  
  1535. 41:36 Bond universe so grant kirkhope was the
  1536.  
  1537. 41:43 other main composer on the project he's
  1538.  
  1539. 41:49 also a guitarist and he did the guitar
  1540.  
  1541. 41:52 riffs on the some of the more electric
  1542.  
  1543. 41:56 rock versions of the gold my Monte
  1544.  
  1545. 42:00 Norman piece grant said to me I wish I
  1546.  
  1547. 42:03 had added longer tunes for the game I
  1548.  
  1549. 42:05 remember asking mr. Hollis how long I
  1550.  
  1551. 42:07 should make the chains as I was
  1552.  
  1553. 42:09 completely new to games and I had no
  1554.  
  1555. 42:10 idea I remember him saying that he
  1556.  
  1557. 42:13 thought a minute would be sufficient and
  1558.  
  1559. 42:15 quickly went back to his business and
  1560.  
  1561. 42:16 dismissed me I'll try to know that you
  1562.  
  1563. 42:20 could spend forever running around
  1564.  
  1565. 42:21 levels hearing the same tune over and
  1566.  
  1567. 42:23 over and over again thanks Martin sorry
  1568.  
  1569. 42:27 sorry gran Robin beans and was the third
  1570.  
  1571. 42:31 to compose the the music guys were the
  1572.  
  1573. 42:35 only people who are out of the team
  1574.  
  1575. 42:37 building you know the the audio team was
  1576.  
  1577. 42:40 all together and rare was privileged to
  1578.  
  1579. 42:42 have these three guys who were
  1580.  
  1581. 42:44 incredibly untalented musicians
  1582.  
  1583. 42:49 composers from the professional
  1584.  
  1585. 42:53 world rather than games design plus what
  1586.  
  1587. 42:57 rather than game development per se Ron
  1588.  
  1589. 43:00 Wieland
  1590.  
  1591. 43:00 only wrote one piece of music which was
  1592.  
  1593. 43:03 the elevator music which you can hear in
  1594.  
  1595. 43:05 such levels as the the complex and the
  1596.  
  1597. 43:09 caves this is just a little joke but I'm
  1598.  
  1599. 43:12 very interested to Adrian Smith was the
  1600.  
  1601. 43:17 third and last artist he said to me I
  1602.  
  1603. 43:20 was particularly pleased with the
  1604.  
  1605. 43:22 effects I produce for the game
  1606.  
  1607. 43:24 the muzzle flashes the trace of fire in
  1608.  
  1609. 43:26 the explosions we're very influenced
  1610.  
  1611. 43:28 with the film heat I was very pleased to
  1612.  
  1613. 43:31 the end sequence of the blood coming
  1614.  
  1615. 43:32 down the screen I wish I had copyrighted
  1616.  
  1617. 43:34 the watch graphics as a mechanic for the
  1618.  
  1619. 43:36 status for health indicator mentioned
  1620.  
  1621. 43:46 Stephen Ellis so here's a his a nice
  1622.  
  1623. 43:48 shot of the multiplayer this is actually
  1624.  
  1625. 43:52 running on an emulator if you blow up
  1626.  
  1627. 43:55 the n64 screen on a big screen like this
  1628.  
  1629. 44:00 you know ntsc was the major limiting
  1630.  
  1631. 44:03 factor it's really not in the in the
  1632.  
  1633. 44:10 actual bandwidth for ntsc but you know
  1634.  
  1635. 44:13 this is one of the things that I feel is
  1636.  
  1637. 44:15 held at least well about the game is is
  1638.  
  1639. 44:18 the sharpness I asked Adrian what he
  1640.  
  1641. 44:23 what he wish had he put in to the game
  1642.  
  1643. 44:26 and he said the firing range this is
  1644.  
  1645. 44:28 something he actually modeled it was an
  1646.  
  1647. 44:31 environment from q-branch it would have
  1648.  
  1649. 44:32 been great if it was added and
  1650.  
  1651. 44:33 incorporated with some minigames well
  1652.  
  1653. 44:37 that was one of the very few things that
  1654.  
  1655. 44:38 we didn't get around to actually getting
  1656.  
  1657. 44:40 in but it came true with perfect dark so
  1658.  
  1659. 44:45 you know by this point we had the entire
  1660.  
  1661. 44:48 team assembled and you we're in the
  1662.  
  1663. 44:51 homestretch I I have to admit that I
  1664.  
  1665. 44:54 don't remember any talk of deadlines or
  1666.  
  1667. 44:59 schedules which is completely astounding
  1668.  
  1669. 45:04 you know I assume that as lead on the
  1670.  
  1671. 45:09 project I was told what the deadline was
  1672.  
  1673. 45:12 probably several times but I was so
  1674.  
  1675. 45:18 focused on what what could be done to
  1676.  
  1677. 45:23 make the game better that you know today
  1678.  
  1679. 45:26 this isn't in my mind at all
  1680.  
  1681. 45:29 now this is actually a graph by Ben
  1682.  
  1683. 45:33 cousins that he sent round on Twitter
  1684.  
  1685. 45:36 recently to try and educate people who
  1686.  
  1687. 45:39 don't know game development how quickly
  1688.  
  1689. 45:42 your game will actually develop what you
  1690.  
  1691. 45:44 think will happen is you think linearly
  1692.  
  1693. 45:46 your game will get better half way
  1694.  
  1695. 45:48 through you'll think you'll have half a
  1696.  
  1697. 45:49 game it's not the case at all halfway
  1698.  
  1699. 45:51 through you basically don't have
  1700.  
  1701. 45:52 anything you don't have a game so
  1702.  
  1703. 45:56 halfway through goldeneye you know we
  1704.  
  1705. 45:58 did have a game and i remember sitting
  1706.  
  1707. 46:00 in the office with mark Edmunds and he
  1708.  
  1709. 46:02 said you know come and have a go I had a
  1710.  
  1711. 46:04 go and I just remember not really
  1712.  
  1713. 46:09 feeling anything and I didn't say
  1714.  
  1715. 46:11 anything and I just I guess my faith
  1716.  
  1717. 46:15 said everything yeah it was it was
  1718.  
  1719. 46:17 absolutely diabolical it was in the
  1720.  
  1721. 46:19 bunker in the interior the movement was
  1722.  
  1723. 46:22 completely dead the sound effects are
  1724.  
  1725. 46:25 completely dead the gun was dead on the
  1726.  
  1727. 46:27 screen and it had no no reaction no
  1728.  
  1729. 46:29 movement there was no auto aim it was a
  1730.  
  1731. 46:32 crosshair you know you had to line up
  1732.  
  1733. 46:34 perfectly was completely no no juice at
  1734.  
  1735. 46:37 all in the game and you know essentially
  1736.  
  1737. 46:42 it took circa a year to add a layer on
  1738.  
  1739. 46:46 layer on layer of little movements
  1740.  
  1741. 46:48 little sounds little reactive effects
  1742.  
  1743. 46:52 graphical effects on textures when you
  1744.  
  1745. 46:56 shoot little glimpse on the gun you
  1746.  
  1747. 47:01 layer upon layer upon layer of little
  1748.  
  1749. 47:03 effects just to try and make it feel
  1750.  
  1751. 47:04 more more punchy and more like the game
  1752.  
  1753. 47:08 was actually listening to what you were
  1754.  
  1755. 47:11 doing
  1756.  
  1757. 47:13 and in this final year we were working
  1758.  
  1759. 47:16 so hard I I can't remember it at all
  1760.  
  1761. 47:20 so I have almost met what to say about
  1762.  
  1763. 47:25 that new the homestretch
  1764.  
  1765. 47:27 the game was finished we were able to
  1766.  
  1767. 47:30 add little little sprinkles little
  1768.  
  1769. 47:34 additions things that were just nice to
  1770.  
  1771. 47:36 have like the like the cheats you know
  1772.  
  1773. 47:41 Steve Ellis programmed these we just had
  1774.  
  1775. 47:44 a great discussion in the office all you
  1776.  
  1777. 47:45 know what yeah that would be cool yeah
  1778.  
  1779. 47:47 why don't we have big heads like Donkey
  1780.  
  1781. 47:49 Kong Country you know that'll be funny
  1782.  
  1783. 47:52 tiny bombs yeah that's amusing and you
  1784.  
  1785. 47:56 know we added it gathered cheese and
  1786.  
  1787. 47:59 just I think we had seventeen it was
  1788.  
  1789. 48:00 just the number we could think of that
  1790.  
  1791. 48:03 we thought would call a little bit of an
  1792.  
  1793. 48:07 intro and an outro on the game this is a
  1794.  
  1795. 48:10 joke referencing the BBFC their film
  1796.  
  1797. 48:15 review board in the UK and this is my
  1798.  
  1799. 48:19 signature at the bottom left and my
  1800.  
  1801. 48:22 attempt to do to write James Bond how he
  1802.  
  1803. 48:25 would sign it there yeah I mean all this
  1804.  
  1805. 48:31 was added right at the end at this point
  1806.  
  1807. 48:33 we finally had a full complement of
  1808.  
  1809. 48:36 levels 18 from the Goldeneye movie and
  1810.  
  1811. 48:40 two extra bonus from other films you
  1812.  
  1813. 48:47 know a little story about the the
  1814.  
  1815. 48:51 balancing on that you Dave doke and I
  1816.  
  1817. 48:56 played the Aztec after he had set it up
  1818.  
  1819. 48:59 and we both found it very hard on
  1820.  
  1821. 49:04 double-o but you've given a couple of
  1822.  
  1823. 49:09 hours we could both we could both do it
  1824.  
  1825. 49:13 and then being a mischievous pair that
  1826.  
  1827. 49:16 we were I said to him okay that's good
  1828.  
  1829. 49:19 now why don't you just make it a little
  1830.  
  1831. 49:22 bit harder so a snake is just slightly
  1832.  
  1833. 49:26 harder than we were able to do ourselves
  1834.  
  1835. 49:30 at the time and it's in my if I give Li
  1836.  
  1837. 49:34 the hardest level in the game on
  1838.  
  1839. 49:36 double-o but I still get a great deal of
  1840.  
  1841. 49:38 satisfaction from playing Hilter I can't
  1842.  
  1843. 49:40 be frustrating at times so Mark had a
  1844.  
  1845. 49:45 little story points out to me that I've
  1846.  
  1847. 49:47 forgotten about which was the craziest
  1848.  
  1849. 49:50 coolest thing we finished the game it
  1850.  
  1851. 49:53 had been through tests
  1852.  
  1853. 49:54 you know we'd marked off all the bugs
  1854.  
  1855. 49:55 everything was good
  1856.  
  1857. 49:57 they'd send it through lot check words
  1858.  
  1859. 49:58 there's a long process where they play
  1860.  
  1861. 50:01 the game to death for like two weeks and
  1862.  
  1863. 50:05 tested on all the combinations of
  1864.  
  1865. 50:07 televisions and so on
  1866.  
  1867. 50:08 and then he came back and there was a
  1868.  
  1869. 50:10 problem on one of the levels when he
  1870.  
  1871. 50:13 played it in a certain order it's
  1872.  
  1873. 50:15 probably the frigate feeling so an order
  1874.  
  1875. 50:18 very certain sequence of characters
  1876.  
  1877. 50:20 being instantiated and they'd have
  1878.  
  1879. 50:22 terrible texture maps on them because
  1880.  
  1881. 50:24 there wasn't enough memory had a dynamic
  1882.  
  1883. 50:26 memory system which is I mean it worked
  1884.  
  1885. 50:30 okay most of the time but memory is very
  1886.  
  1887. 50:32 tight on this level so what I had to do
  1888.  
  1889. 50:35 was right in order to make a minimum
  1890.  
  1891. 50:38 change and the version control system
  1892.  
  1893. 50:40 wasn't that reliable in order to make a
  1894.  
  1895. 50:42 minimum change that day I wrote at all
  1896.  
  1897. 50:46 to extract the code and the data for the
  1898.  
  1899. 50:52 code from the ROM it was gzipped
  1900.  
  1901. 50:55 so basically a custom on Jie Jie I wrote
  1902.  
  1903. 51:00 that adjusted the memory numbers rajee's
  1904.  
  1905. 51:03 appear whopped it back into the ROM
  1906.  
  1907. 51:07 image without recompiling everything
  1908.  
  1909. 51:10 anything and sent it to a Nintendo
  1910.  
  1911. 51:15 so that's the final version and mark
  1912.  
  1913. 51:19 says thankfully it worked and it still
  1914.  
  1915. 51:21 makes me smile it's kind of I don't know
  1916.  
  1917. 51:26 I don't know if it was the best way to
  1918.  
  1919. 51:28 do that or not to this day but it was it
  1920.  
  1921. 51:32 was a minimum change and it worked
  1922.  
  1923. 51:39 another little story from the final days
  1924.  
  1925. 51:42 which was the crates used to say vodka
  1926.  
  1927. 51:45 on them which is Russian for vodka
  1928.  
  1929. 51:48 unfortunately pretty late on Nintendo
  1930.  
  1931. 51:51 noticed they have who spoke Russian and
  1932.  
  1933. 51:55 said yeah but mine large almost all the
  1934.  
  1935. 52:00 things we wanted to get into the game
  1936.  
  1937. 52:02 were we were able to fit them in with no
  1938.  
  1939. 52:06 resistance from rare management or
  1940.  
  1941. 52:10 Nintendo or even eon and Don Jack who
  1942.  
  1943. 52:15 are the production company that made the
  1944.  
  1945. 52:17 movies and the licensed controlling
  1946.  
  1947. 52:20 company so you know I'd like to say
  1948.  
  1949. 52:23 thank you to all of those people for
  1950.  
  1951. 52:25 allowing us to realize our vision and
  1952.  
  1953. 52:30 then the game was finished and I guess
  1954.  
  1955. 52:33 it was a tiny bit of an anti-climax but
  1956.  
  1957. 52:35 there was a certain amount of pleasure
  1958.  
  1959. 52:37 you know being able to being able to
  1960.  
  1961. 52:40 look at things that nearly three years
  1962.  
  1963. 52:42 before had just been a few words you
  1964.  
  1965. 52:45 saying the dam would have three towers
  1966.  
  1967. 52:47 and now you know being able to enjoy
  1968.  
  1969. 52:50 mm-hmm enjoy our work mark Edmund says I
  1970.  
  1971. 52:57 remember Tim asking shortly after we had
  1972.  
  1973. 52:59 finished what I would raid the game I
  1974.  
  1975. 53:01 think I said seven out of ten so there
  1976.  
  1977. 53:04 must have been a lot of areas I still
  1978.  
  1979. 53:06 thought could have been improved even
  1980.  
  1981. 53:08 back then and I think that sums up how
  1982.  
  1983. 53:12 all of us felt about about the game we
  1984.  
  1985. 53:16 didn't really know whether it was
  1986.  
  1987. 53:19 awesome or whether it was okay or
  1988.  
  1989. 53:21 whether it would
  1990.  
  1991. 53:23 you know fall on deaf ears in the
  1992.  
  1993. 53:25 marketplace because the film had been a
  1994.  
  1995. 53:26 long time ago and you know to our eyes
  1996.  
  1997. 53:29 the graphics on the levels we've made
  1998.  
  1999. 53:31 first were not as good as the graphics
  2000.  
  2001. 53:33 on the levels we'd made last so there's
  2002.  
  2003. 53:35 a lot of questions in our minds this is
  2004.  
  2005. 53:37 the closest thing I've got to a gold my
  2006.  
  2007. 53:39 team photos is not the gold my team this
  2008.  
  2009. 53:41 is part of the perfect dark team from
  2010.  
  2011. 53:44 left to right we've got Steve Alice
  2012.  
  2013. 53:45 Graham nor gate mark Edmonds that's Ross
  2014.  
  2015. 53:49 Murray who was perfect dark only Karl
  2016.  
  2017. 53:52 Hilton David dog myself Pete Jones and
  2018.  
  2019. 53:56 Lee ray who was also perfect dark only
  2020.  
  2021. 54:06 so Oh - oh no - in my opinion is that
  2022.  
  2023. 54:13 it's really quite toxic to go into
  2024.  
  2025. 54:18 making a game with the idea that one
  2026.  
  2027. 54:20 person is going to be giving all the
  2028.  
  2029. 54:22 orders and telling everybody what to do
  2030.  
  2031. 54:25 I think that's absolutely the worst way
  2032.  
  2033. 54:27 to go about making a game and I tried
  2034.  
  2035. 54:31 yeah and I always try but I tried on
  2036.  
  2037. 54:33 this project to as much as possible have
  2038.  
  2039. 54:37 a flat management structure and have it
  2040.  
  2041. 54:41 so the people could implement their own
  2042.  
  2043. 54:42 feed shows if they felt like it and
  2044.  
  2045. 54:45 people could similarly contribute
  2046.  
  2047. 54:47 whatever it was that they wanted my
  2048.  
  2049. 54:50 chief concern in the early days was to
  2050.  
  2051. 54:55 simply direct a ship in what seemed like
  2052.  
  2053. 54:58 a good direction and make sure I had the
  2054.  
  2055. 55:01 best possible crew and the thing is when
  2056.  
  2057. 55:04 you work with incredibly intelligent
  2058.  
  2059. 55:06 people they they reward you know your
  2060.  
  2061. 55:12 trust in them and the most rewarding
  2062.  
  2063. 55:15 thing for them is their autonomy and
  2064.  
  2065. 55:20 that means not telling them what to do
  2066.  
  2067. 55:23 so really you know my take home for this
  2068.  
  2069. 55:28 talk is
  2070.  
  2071. 55:30 les you can be a boss the less you can
  2072.  
  2073. 55:34 be telling everybody what to do
  2074.  
  2075. 55:35 the better the likely results auteur no
  2076.  
  2077. 55:41 tour I think it's a false dichotomy
  2078.  
  2079. 55:43 really I think the best games you do
  2080.  
  2081. 55:47 have an element of personal an element
  2082.  
  2083. 55:50 of personal authorship but you really
  2084.  
  2085. 55:54 need that very early in the project
  2086.  
  2087. 55:56 before the team is really a team at all
  2088.  
  2089. 55:59 because if you're trying to steer a team
  2090.  
  2091. 56:02 around and they're great people they're
  2092.  
  2093. 56:05 going to resist you and it's going to
  2094.  
  2095. 56:07 have an emotional cost on both sides so
  2096.  
  2097. 56:13 really I think the best thing is just
  2098.  
  2099. 56:15 just a couple of drops of yourself in a
  2100.  
  2101. 56:18 project and after that everybody
  2102.  
  2103. 56:23 collaborating Adrian Smith said it best
  2104.  
  2105. 56:28 to me he said everybody contributed to
  2106.  
  2107. 56:31 the game in their own way which made it
  2108.  
  2109. 56:34 the success that it became nobody needs
  2110.  
  2111. 56:37 to be singled out it was a team that
  2112.  
  2113. 56:40 made gold Knight just like say thank you
  2114.  
  2115. 56:44 for the gold my team with their help
  2116.  
  2117. 56:46 with this talk
  2118.  
  2119. 56:48 [Applause]
  2120.  
  2121. 57:02 I've also been asked to remind you to
  2122.  
  2123. 57:05 fill out your mobile evaluations thank
  2124.  
  2125. 57:09 you very much I'm happy to take
  2126.  
  2127. 57:12 questions although I talked for what's
  2128.  
  2129. 57:17 also lunchtime at the 4th floor so
  2130.  
  2131. 57:20 questions it's fine too okay a lot of
  2132.  
  2133. 57:27 people fight about first-person shooters
  2134.  
  2135. 57:30 on consoles versus PC like mouse
  2136.  
  2137. 57:33 keyboard and all that stuff how do you
  2138.  
  2139. 57:35 feel that even now so many years after
  2140.  
  2141. 57:37 Goldeneye came out when people talk
  2142.  
  2143. 57:39 about whether or not shooters can work
  2144.  
  2145. 57:41 on consoles they still mentioned
  2146.  
  2147. 57:43 Goldeneye oh they do that's cool um how
  2148.  
  2149. 57:49 do I feel that people still mention
  2150.  
  2151. 57:51 Goldeneye when debating whether
  2152.  
  2153. 57:55 first-person shooters can work on
  2154.  
  2155. 57:57 console versus PC I mean to me it seems
  2156.  
  2157. 58:03 a little bit sad some of the acrimony
  2158.  
  2159. 58:05 between the two camps the you know PC is
  2160.  
  2161. 58:08 the one true way camp and the console
  2162.  
  2163. 58:12 camp I think I think they're both you
  2164.  
  2165. 58:14 know you can make awesome awesome games
  2166.  
  2167. 58:16 on either you know people will say well
  2168.  
  2169. 58:19 the analog the little analog stick it's
  2170.  
  2171. 58:21 not so accurate it's not as accurate as
  2172.  
  2173. 58:24 a mouse but to me it's like saying in
  2174.  
  2175. 58:26 golf why do you just pick up the ball
  2176.  
  2177. 58:28 and put it in the hole you know I mean
  2178.  
  2179. 58:33 the game comes every game comes with its
  2180.  
  2181. 58:36 own constraint and playing the game you
  2182.  
  2183. 58:40 you live inside those constraints and
  2184.  
  2185. 58:42 they they make the game so it's kind of
  2186.  
  2187. 58:46 a strange thing to say to me PC is
  2188.  
  2189. 58:50 designed for spreadsheet software it's
  2190.  
  2191. 58:53 incredible really that you can make such
  2192.  
  2193. 58:55 an awesome game on it only other hand
  2194.  
  2195. 58:57 consoles they have the price pressure
  2196.  
  2197. 58:59 but at least they're designed dedicated
  2198.  
  2199. 59:03 for games you know I never felt any need
  2200.  
  2201. 59:05 for a divide between PCs and consoles
  2202.  
  2203. 59:08 I never thought oh we can't make a great
  2204.  
  2205. 59:10 game
  2206.  
  2207. 59:11 because doom or no or anything like that
  2208.  
  2209. 59:14 I was always thinking well you know
  2210.  
  2211. 59:16 let's let's go for this I think it's
  2212.  
  2213. 59:20 also if people still mention gold night
  2214.  
  2215. 59:21 I mean at the time it was the
  2216.  
  2217. 59:23 best-selling FPS that's a great
  2218.  
  2219. 59:27 privilege and honor we've had a huge
  2220.  
  2221. 59:30 amount of work into making it as crazy
  2222.  
  2223. 59:32 could be in us it's lovely to be invited
  2224.  
  2225. 59:35 back to to talks you know is pretty much
  2226.  
  2227. 59:38 15 years slightly over 15 years since it
  2228.  
  2229. 59:41 came out
  2230.  
  2231. 59:55 did you play the well let's call it
  2232.  
  2233. 59:58 remake that came out recently and what
  2234.  
  2235. 60:00 do you think about the new iteration of
  2236.  
  2237. 60:03 Goldeneye
  2238.  
  2239. 60:05 I played eurocom Activision's remake a
  2240.  
  2241. 60:10 little bit honestly not that much I
  2242.  
  2243. 60:14 thought I thought that it is really
  2244.  
  2245. 60:20 close to a Call of Duty more in its
  2246.  
  2247. 60:24 gameplay and the rhythm of the enemies
  2248.  
  2249. 60:29 the rhythm with which they come to you
  2250.  
  2251. 60:32 the way you approach them you know and
  2252.  
  2253. 60:37 and in many other ways although
  2254.  
  2255. 60:38 graphically I could see they put a huge
  2256.  
  2257. 60:40 amount of work into trying to be true to
  2258.  
  2259. 60:43 Goldeneye double-oh-seven on the n64 you
  2260.  
  2261. 60:48 know I think it's it's actually very
  2262.  
  2263. 60:50 difficult to analyze a game it's
  2264.  
  2265. 60:53 actually very difficult to see what's in
  2266.  
  2267. 60:54 there I think it's actually very
  2268.  
  2269. 60:55 difficult to replicate that so yeah I
  2270.  
  2271. 60:59 enjoyed playing it maybe they were
  2272.  
  2273. 61:03 trying to cater to the marketplace today
  2274.  
  2275. 61:06 more and very different I mean if that
  2276.  
  2277. 61:08 was my job I I don't know that I would
  2278.  
  2279. 61:12 say no make it just like the original
  2280.  
  2281. 61:14 yeah it's very difficult because there
  2282.  
  2283. 61:17 aren't really games in the marketplace
  2284.  
  2285. 61:18 today that have that plate-spinning
  2286.  
  2287. 61:19 thing where you you have like three
  2288.  
  2289. 61:22 guards and you shoot one that keeps him
  2290.  
  2291. 61:24 busy
  2292.  
  2293. 61:24 shoot the next keeps him busy shoot the
  2294.  
  2295. 61:26 next keeps him busy then you go back to
  2296.  
  2297. 61:28 the first one again you know that
  2298.  
  2299. 61:30 there's lots of little mechanics like
  2300.  
  2301. 61:32 that in gold Knight to do with the
  2302.  
  2303. 61:34 second to second and quarter second two
  2304.  
  2305. 61:37 core second interactions between you and
  2306.  
  2307. 61:39 the guards yeah even stuff like the
  2308.  
  2309. 61:43 bunny hop they do it's so silly but it
  2310.  
  2311. 61:46 makes a big difference to the business
  2312.  
  2313. 61:49 of actually trying to shoot them you
  2314.  
  2315. 61:51 know so you're you hamstrung today by
  2316.  
  2317. 61:54 realism and by the games they're
  2318.  
  2319. 61:56 successful in the marketplace so you
  2320.  
  2321. 61:59 know perhaps that's why they were
  2322.  
  2323. 61:59 thinking I don't know
  2324.  
  2325. 62:15 it sounded in your talk as if the first
  2326.  
  2327. 62:18 time you guys figured out that it was in
  2328.  
  2329. 62:20 any way successful was when they called
  2330.  
  2331. 62:23 you jaws to give this talk so so what
  2332.  
  2333. 62:28 was like when did you guys start to feel
  2334.  
  2335. 62:31 like hey this game kind of matters
  2336.  
  2337. 62:33 someway yeah when did we
  2338.  
  2339. 62:36 when did the team realized hey this game
  2340.  
  2341. 62:39 kind of matters in a way you know I
  2342.  
  2343. 62:45 remember going to e3 very near the end
  2344.  
  2345. 62:47 I'm feeling extremely pained other
  2346.  
  2347. 62:50 things some people said when they came
  2348.  
  2349. 62:52 up there were there were eight consoles
  2350.  
  2351. 62:54 with gold nine people who come up and
  2352.  
  2353. 62:56 playing some people said oh look
  2354.  
  2355. 63:00 graphics are amazing and then it's like
  2356.  
  2357. 63:02 yes score and next person come like
  2358.  
  2359. 63:05 water peace so yeah not then that was
  2360.  
  2361. 63:18 that was 95% of the way through
  2362.  
  2363. 63:20 developing the game we had like five six
  2364.  
  2365. 63:22 seven levels in working we were
  2366.  
  2367. 63:25 basically nearly done we shouldn't have
  2368.  
  2369. 63:27 gone to e3 we should have been back in
  2370.  
  2371. 63:29 twycross zoo today didn't sell a massive
  2372.  
  2373. 63:38 spike so it was really debatable if us
  2374.  
  2375. 63:43 at success once it was launched and then
  2376.  
  2377. 63:46 it came out in Japan and much of Europe
  2378.  
  2379. 63:54 David Oak has a graph of the rentals for
  2380.  
  2381. 63:58 goldeneye in the US is very interesting
  2382.  
  2383. 64:01 it's completely flat graph it just goes
  2384.  
  2385. 64:04 on for about two years it just goes on
  2386.  
  2387. 64:07 and on and on the game just sold you
  2388.  
  2389. 64:10 know not millions it sold like a hundred
  2390.  
  2391. 64:12 thousand two hundred thousand a month
  2392.  
  2393. 64:14 and then again and then again and again
  2394.  
  2395. 64:17 and that was I guess when we realized it
  2396.  
  2397. 64:21 was it was something it was going to
  2398.  
  2399. 64:23 sell more than a million copies it's
  2400.  
  2401. 64:27 going to sell more than two million you
  2402.  
  2403. 64:29 know gradually we realized it was going
  2404.  
  2405. 64:32 to have commercial success but but
  2406.  
  2407. 64:36 really you know I still don't know and I
  2408.  
  2409. 64:40 warned her that people still going to
  2410.  
  2411. 64:44 mention it in another 15 years I think
  2412.  
  2413. 64:46 he's still going to mention it in
  2414.  
  2415. 64:47 another 50 years so you know games can
  2416.  
  2417. 64:52 come and go they can be talked about for
  2418.  
  2419. 64:54 a while so you know really I still don't
  2420.  
  2421. 64:56 know whether it will be eternal yeah
  2422.  
  2423. 65:06 that's true yeah well you know the
  2424.  
  2425. 65:10 golden team was all spread around now a
  2426.  
  2427. 65:13 couple of guys in Canada in the US and
  2428.  
  2429. 65:17 spread around the UK but still yeah
  2430.  
  2431. 65:19 that's a good idea
  2432.  
  2433. 65:36 hey Golan I seem to be this kind of
  2434.  
  2435. 65:39 perfect storm of like eight guys has
  2436.  
  2437. 65:42 just never made a game before your
  2438.  
  2439. 65:46 management seem to be just yeah go ahead
  2440.  
  2441. 65:47 do what you like there's kind of really
  2442.  
  2443. 65:50 free happy time of just game development
  2444.  
  2445. 65:52 that has become the quintessential bond
  2446.  
  2447. 65:55 game every game since has tried to
  2448.  
  2449. 65:57 recapture that spirit and that
  2450.  
  2451. 65:59 excitement do you think that's ever
  2452.  
  2453. 66:02 doable again now that the game industry
  2454.  
  2455. 66:04 has gotten so serious do you think
  2456.  
  2457. 66:05 that's it was a one-time thing of
  2458.  
  2459. 66:07 everything coming together and making
  2460.  
  2461. 66:09 this great game so Goldeneye was a
  2462.  
  2463. 66:15 perfect storm of everything coming
  2464.  
  2465. 66:19 together you say and it's the
  2466.  
  2467. 66:24 quintessential bond game that people try
  2468.  
  2469. 66:27 and live up to is there any possibility
  2470.  
  2471. 66:29 that that could react our first of all I
  2472.  
  2473. 66:33 have no subject I have no objectivity
  2474.  
  2475. 66:36 you know I I'm completely in love with
  2476.  
  2477. 66:40 my games every one of them and I don't
  2478.  
  2479. 66:45 feel you know I should be raised up on a
  2480.  
  2481. 66:50 podium in a position of authority to
  2482.  
  2483. 66:52 decide that I know that I personally
  2484.  
  2485. 66:55 love Goldeneye in the way it turned out
  2486.  
  2487. 66:58 but you know whether whether it will
  2488.  
  2489. 67:03 always be the best bond game I really
  2490.  
  2491. 67:08 cannot say you mentioned one thing I'd
  2492.  
  2493. 67:11 like to pick up which was I gave the
  2494.  
  2495. 67:13 impression you know it was all it was
  2496.  
  2497. 67:16 all plain sailing and management was
  2498.  
  2499. 67:17 like yeah do whatever you I do have some
  2500.  
  2501. 67:19 stories of things things they wanted to
  2502.  
  2503. 67:21 happen the you know mainly didn't but
  2504.  
  2505. 67:26 occasionally did happen
  2506.  
  2507. 67:27 wish I'd be happy to tell if anybody
  2508.  
  2509. 67:30 wants to hear them but 99% of the time
  2510.  
  2511. 67:34 yes it was we got to do what we wanted
  2512.  
  2513. 67:51 that seems to be it for questions thank
  2514.  
  2515. 67:53 you ever so much everyone
  2516.  
  2517. 67:55 [Applause]
  2518.  
  2519. 67:56 [Music]
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