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- Transcript
- 00:02 [Music]
- 00:06 hello and welcome to the gold night
- 00:09 double-o seven post mortem first I'd
- 00:15 like to present my credentials
- 00:17 I started making games when I was 12
- 00:21 on the abit BBC microcomputer this was
- 00:27 as a hobbyist and I would write in two
- 00:30 magazines with games and they would
- 00:32 print them for people to type in which
- 00:35 is fairly incredible today but a good
- 00:38 way to learn programming after
- 00:41 university I was lucky enough to get a 00:43
- job at rare as a first place as a
- 00:48 programmer on killer instinct this was a 00:52
- very hectic short by my standards
- 00:57 project of one year we had to bring an 01:02
- operating system and a new computer
- 01:05 essentially was designed inside rare by
- 01:08 Chris Stamper and peacocks from the
- 01:13 ground up it was a thrilling project
- 01:16 after this I was twiddling my thumbs in
- 01:20 the stable block where the killer
- 01:23 instinct team was working wondering what
- 01:26 I'd be doing next but my most important
- 01:34 credential is this video that I made
- 01:38 when I was a child
- 01:41 [Music]
- 02:04 [Applause]
- 02:06 thank you
- 02:10 I'm full credit where credit's chew that
- 02:13 was a team effort
- 02:14 with me and my two brothers my youngest
- 02:18 was actually the star I never felt most
- 02:22 comfortable in front of the camera I was
- 02:25 on piano and my middle brother was
- 02:31 pulling down the gel so you know it's an
- 02:35 example of how you need to pull together
- 02:38 several technical effects to achieve the
- 02:41 design result now the beginning of
- 02:47 Goldeneye is a bit of a strange story as
- 02:53 I understand it rare was approached by
- 02:55 Nintendo and asked if they would be
- 02:57 interested in making a game for the
- 03:00 upcoming Bond film which didn't have a
- 03:03 title at that time only a number and I
- 03:08 assume there was some miscommunication
- 03:12 or at least it was a gray area
- 03:17 at that time there are essentially two
- 03:20 large teams that rare one I'd finished
- 03:24 Donkey Kong Country recently about 18
- 03:28 people and the other had finished killer
- 03:31 instinct coin-op that was about 10 maybe
- 03:34 11 people there was a little bit of a
- 03:37 competitive spirit between these two
- 03:38 teams but Tim Stamper who was one of the
- 03:42 directors of the company was very much
- 03:43 on me Donkey Kong Country team and that
- 03:47 was his brainchild that game and he went
- 03:52 down to he went down to leave Stern
- 03:56 where the film was going to be short for
- 03:58 a press junket they were promoting the
- 04:01 new film all the big stars were there I
- 04:04 didn't know anything about this at the
- 04:06 time his a his a scan from some of the
- 04:12 subsequent publicity
- 04:14 from that visit and here is a picture of
- 04:17 very rare I have to say photograph of
- 04:21 Tim Stamper who also schemed this button
- 04:25 on the left here with the art director
- 04:29 of gold my Andrew Ackland snow gold
- 04:32 neither movie this is and it says I
- 04:35 don't know if you can see this Tim
- 04:39 Stamper who will design the Super NES
- 04:41 game here's a photograph inside rare
- 04:47 with the very large supercomputer called
- 04:50 challenger in the end it was 20
- 04:53 processors and it was awesome in that
- 04:57 could do a great mouth rendering but not
- 05:01 so good in that I had to reboot it every
- 05:03 young every day or sometimes even three
- 05:07 times a day so this is kind of a just
- 05:12 kind of a funny of start Tim Stamper
- 05:15 decided not to make the film
- 05:17 Greg males on Donkey Kong Country who's
- 05:22 I guess you would say lead designer on
- 05:24 Donkey Kong Country wasn't that
- 05:26 impressed so they decided to pass I
- 05:29 heard about this as a rumor and I said
- 05:34 to Tim Stamper that this sounds cool
- 05:37 like I'd like to make this game and he
- 05:41 said ok and that was that was pretty
- 05:44 much my pitch
- 05:47 I don't really know and I can't really
- 05:53 explain why they had trust in me after
- 05:57 simply being second programmer on killer
- 06:00 instinct but I'm delighted and honored
- 06:05 that they did at that time I was
- 06:09 beginning to be involved in the hiring
- 06:12 and I hired my first ever interview II
- 06:15 was Mark Edmonds this was January 1995
- 06:22 and he's someone you don't hear too much
- 06:26 about from the Gold 9 team I don't know
- 06:33 if you ever have noticed that weird
- 06:36 thing that happens on one of the screens
- 06:38 which is a very tall person walking like
- 06:42 this you can just about make it out
- 06:46 that's the only presence of Mark Evans
- 06:50 in the game most of the team members
- 06:53 were in the game myself included were in
- 06:56 the game as a face on one of the
- 06:58 characters that would be randomly
- 07:01 generated all that was scripted but mark
- 07:04 might preferred not to be so in the in
- 07:08 the course of putting together my talk I
- 07:11 asked all of the Goldeneye team if they
- 07:16 had anything to say about the making of
- 07:20 Goldeneye I had great pleasure I'm
- 07:23 talking to each of them mark I asked the
- 07:28 first question I asked him was what was
- 07:31 it like working at rare and he was a
- 07:35 very quiet humble guy and he said this
- 07:39 in the nicest possible way he said it
- 07:41 was work lunch work suffer play games
- 07:45 for a bit work sleep repeat and you know
- 07:50 for mark and myself it was a two-year
- 07:53 eight-month project and about a thousand
- 07:58 days
- 07:59 it was it was a long project in the
- 08:03 beginning we were probably working
- 08:05 we were probably working ten hours a day
- 08:07 but by the end I'm far in excess of that
- 08:13 there was no such thing as an n64 the
- 08:18 name before was ultra 64 and the name
- 08:22 for that was project reality but circa
- 08:25 the beginning of this project it was
- 08:27 called the ultra 64 and the closest
- 08:30 thing to it was this Onix Silicon
- 08:35 Graphics Onix which I think the list
- 08:37 price was about a hundred and fifty
- 08:39 thousand dollars this is a no you can
- 08:43 see it's a very large box it wouldn't
- 08:45 fit under every desk and it emitted huge
- 08:50 amounts of heat for graphics cards and
- 08:52 it was not that reliable frankly like
- 08:55 all the SGI machines if you pay that
- 08:58 much money for something you know it's
- 09:00 it's not going to be all that reliable
- 09:02 and this was marks this was marks
- 09:05 computer and he set about at the
- 09:09 beginning working on the pipeline for
- 09:11 the game trying to get a character on
- 09:14 the screen trying to make do with what I
- 09:18 mean we knew it wasn't going to be able
- 09:19 to do very many polygons and we wanted
- 09:22 lots of characters on screen so trying
- 09:24 to make a character four-sided arms guru
- 09:29 shading that was the first piece of
- 09:32 graphics I ever saw on you know gray
- 09:34 shaded no texture no artist one of the
- 09:42 major themes I want to pull out from
- 09:45 this that I was thinking about a lot
- 09:46 when I was putting this together was to
- 09:52 what extent does it make sense to talk
- 09:56 about a game or making a game as a as an
- 10:01 endeavor led by one person I find it's a
- 10:06 very interesting question I'm in love
- 10:08 with movies
- 10:10 as well as games obviously but I love
- 10:13 movies and I consider myself a film buff
- 10:15 and from from the French critical theory
- 10:22 around the time of Truffaut etc they had
- 10:25 this idea of auteur theory which is the
- 10:29 idea that there was one author of the
- 10:32 work and that was Francois Truffaut or
- 10:35 whatever now this you know we looked
- 10:39 films perhaps too often films were
- 10:42 looking to gain to our films were
- 10:43 looking to books and you know this was
- 10:46 the idea that had an author wrote a book
- 10:50 and no toy is my way of saying well you
- 10:54 know myth maybe it's not like that at
- 10:56 all maybe it's a totally collaborative
- 11:00 process well when it works well and
- 11:03 there's no one Authority and there's no
- 11:08 one author so this is one of the things
- 11:10 I want to pull out recently I found some
- 11:15 paper from the Goldeneye project I
- 11:18 originally thought I had nothing but I'm
- 11:20 going to show you for the first time
- 11:22 about ten pages of very very early
- 11:27 documents that I put together which all
- 11:31 materials that I have this is my
- 11:35 jottings the date on this can't be right
- 11:38 it says 94 it must be 95 February 95 and
- 11:46 I was wondering to myself the two I
- 11:50 think Tim very important questions for
- 11:52 this game what's the appropriate level
- 11:55 of humor and what's the appropriate
- 11:57 level of violence this is a list of
- 12:01 questions mainly which is a good start
- 12:06 to any project I suppose
- 12:08 can we get footage can we use the actual
- 12:10 music come use a title sequence can we -
- 12:12 likenesses can we use material from
- 12:16 other Bond films
- 12:18 can we get photos of props costumes etc
- 12:20 a bit of a list so I was wondering all
- 12:22 this and actually in a communication
- 12:24 I made this clear turn in Tendo and they
- 12:26 were good enough to send back an
- 12:29 extremely detailed document explaining
- 12:31 everything we could use which was an
- 12:34 astonishing amount we're very lucky to
- 12:37 have such a broad license so these are
- 12:44 my thoughts at the same time in my mind
- 12:48 was virtual cop and doom on the ultra 64
- 12:50 as it was called no gun I'd also been
- 12:54 playing a lot of time crisis and
- 12:56 together with Mark and you know I could
- 12:59 see the value of having a gun in your
- 13:01 hand but there was no gun planned for
- 13:05 the n64 at this time we had no control
- 13:08 or no idea what the control would be
- 13:10 like at all so there was no there was no
- 13:16 certainty but there was a rumor that
- 13:20 there was going to be a analog stick and
- 13:24 that was all I knew so I was pondering
- 13:28 with the analog joypad be okay is it
- 13:32 okay to shoot lots of people I don't
- 13:34 think I actually put that question to
- 13:36 management or to Nintendo if I had they
- 13:40 probably said no it was very much in my
- 13:43 mind that bond wasn't I mean you know he
- 13:48 does kill people he does have a license
- 13:50 to kill but it's not a gorefest
- 13:53 it's not an incredibly violent game it's
- 13:59 not an incredibly violent universe so
- 14:01 you know this is very much in my mind
- 14:02 talking here about Street Fighter is
- 14:05 less violent than Virtua cop which is
- 14:08 less violent than doom which is less
- 14:10 violent than Pulp Fiction is an
- 14:14 adventure aspect a good idea gets the
- 14:16 camera route fixed
- 14:18 model destructions crucial character
- 14:21 motions we fixed can we use the likeness
- 14:23 of Pierce Brosnan maybe to play a
- 14:25 corporate ear for bigger idea legal can
- 14:30 we use the Walther PPK and down the
- 14:33 bottom I'm just starting to talk about
- 14:34 the schedule is it one programmer 2
- 14:36 artist
- 14:37 to two other artists are you know that's
- 14:40 very much think of a small member of
- 14:43 program as a large number of artists
- 14:45 controls aim shoot dive left-right
- 14:47 advanced retreat you know these these
- 14:50 are all ideas and then Tim asked me to
- 14:52 produce a a formal document so that I
- 14:57 could show the management of rare what I
- 15:00 was thinking
- 15:00 so I produced this this is April 1995
- 15:05 couple of months later slightly drawing
- 15:09 back my scope focusing more on virtual
- 15:12 cop which is obviously a simpler game to
- 15:16 make large number of character types
- 15:18 more moves and virtual cop for each
- 15:21 character this was all comparing it to
- 15:23 virtual pot more intelligent characters
- 15:26 this is where it starts to diverge so
- 15:29 this is suggesting that we spend much
- 15:34 more effort on the artificial
- 15:36 intelligence all characters will try to
- 15:40 survive but in addition they might be
- 15:43 trying to reach an alarm switch rescue
- 15:45 their comrade obey an order play dead
- 15:48 hide under a table or reach an exit
- 15:51 wouldn't it be awesome if a character
- 15:53 tried to hide under a table in the first
- 15:55 person shoes I'd I've never seen that
- 15:57 yet a large range of objects more users
- 16:01 for each object more interesting 3d
- 16:03 backgrounds you know all really kind of
- 16:08 had the thought of missions if it's so
- 16:10 well in with bond but not the idea of
- 16:13 five per level or anything like that
- 16:16 talking about more and less covert
- 16:18 missions your bomb storming a train or
- 16:21 escape from a building with unsilenced
- 16:23 weapons against stiffer opposition the
- 16:27 violence will be low-key I say down the
- 16:29 bottom so I've returned just behavior
- 16:32 will not be encouraged control you know
- 16:36 you can't really say too much about this
- 16:38 this whole paragraph isn't maybe it'll
- 16:40 be like this maybe it'll be like that we
- 16:43 didn't have hardware we didn't know
- 16:46 realism
- 16:47 I I knew that it shouldn't be totally
- 16:52 realistic had to feel a little bit
- 16:54 realistic well but what I had in mind is
- 16:57 a kind of film realism which is a silly
- 16:59 realism on the surface it looks real for
- 17:03 this got bizarre rules you know like
- 17:06 cars explode the instant you tap against
- 17:09 someone or you know all the enemies have
- 17:13 awful aim which is the famous in the
- 17:18 stormtroopers so I had this kind of idea
- 17:21 of filming filming realism film physics
- 17:27 bullets leaving their mark on the walls
- 17:29 around the level I think that that level
- 17:32 of interactivity you know pretty much
- 17:35 all you have is the gun and the more the
- 17:37 gun can do and reach out to the
- 17:38 environment and feedback to you that
- 17:41 stuff is happening the better multiple
- 17:44 option I was talking about a link out
- 17:45 between two consoles thank goodness we
- 17:48 didn't so this is a list of levels which
- 17:54 is kind of two-thirds how it came out
- 17:57 we had actually we put down not the
- 18:00 second level as the first level in the
- 18:01 end we have seven err are twice as I
- 18:04 thought that worked out our fav oh I
- 18:11 find wrote six six levels here at the
- 18:14 end era they bow so I guess you know I
- 18:16 wanted there to be a goodly number of
- 18:18 levels but I didn't feel there was quite
- 18:21 enough material in the film so trying to
- 18:23 pull out more and more from the film to
- 18:27 you know make make a substantial game
- 18:33 you know here I'm here I'm talking
- 18:35 through the possibility of missions on
- 18:38 on each level
- 18:44 I listed the weapons and looking back
- 18:51 this is very naive this list because
- 18:54 it's so ambitious you know I've got a
- 18:58 sniper's rifle with a site in this list
- 19:01 and the game the game wasn't supposed to
- 19:07 take nearly three years to make but you
- 19:13 can already see the degree of ambition
- 19:17 within me and also within the team in
- 19:20 this document various gadgets MQ
- 19:27 wouldn't ever been great to have
- 19:29 Moneypenny it was not to be now this is
- 19:34 an interesting list this is a visual
- 19:36 effects which I felt was fit to dedicate
- 19:39 a page to in this short document muzzle
- 19:42 flashes ricochets cartridge cases
- 19:45 ejected from guns wounds sparks from
- 19:50 cute equipment flames smoke day and
- 19:54 night gas escaping seeing Lake Effect's
- 19:57 mirror and glass reflections again
- 20:01 really quite ambitious for what was
- 20:03 supposed to be a short project so in
- 20:09 terms of material from the film we have
- 20:10 very little to begin with we had an
- 20:11 early shooting script which was lovely
- 20:16 to thumb through whom ana.k us a lot of
- 20:19 information about what they were
- 20:20 planning in the film but we didn't know
- 20:23 what they were actually going to shoot
- 20:25 before too long we were informed of
- 20:28 their shooting schedule and we were
- 20:31 invited to go along to collect
- 20:34 photographic material and this is our
- 20:37 copy of the document they said you can
- 20:40 see I put a question mark on statue park
- 20:43 there wondering if it was going to make
- 20:47 it as a level and if it was worth a
- 20:49 visit to the film set but all of us were
- 20:51 very privileged to be offered to go and
- 20:54 see the film set and
- 20:56 you see a photograph twitch you know
- 20:59 perhaps the director Martin Campbell
- 21:02 might have preferred to have a quieter
- 21:05 set but he was a great item Norma's
- 21:07 pleasure knows our norms helped to
- 21:09 making the game so closely follow the
- 21:12 film so the next higher to the team was
- 21:18 Carl Hilton and Carl said to me it was
- 21:26 great to go down to the sets that leaves
- 21:27 done and take photos of all the
- 21:28 different locations
- 21:29 he also was a Bond fan almost all the
- 21:32 team we were all Bond fans selection
- 21:34 effect it was so you know it was a
- 21:37 project that personally interested all
- 21:39 of us at the end here he said for me 32
- 21:43 by 32 RGB 64 by 64 tint the n64 did not
- 21:52 have a large texture cache and one of
- 21:55 Carl's bugbears and one of his very
- 21:57 tight constraints was the size of the
- 21:59 textures he had to make and most of the
- 22:03 textures were 32 by 32 many of them
- 22:06 could be as large as 64 by 64 and now
- 22:09 you know nowadays I've never actually
- 22:14 seen but I'm sure there's textures that
- 22:16 a twelve megabytes which is as large as
- 22:19 the whole ROM on gold night you know
- 22:23 nowadays you the smallest iPod you get
- 22:25 his two gigabytes which is hundred more
- 22:32 times larger than the entire Goldeneye
- 22:35 ROM so people have very strict
- 22:40 constraints to work to this is Carl
- 22:43 as a scientist being Big Shot for no
- 22:49 reason and you can see the texture in
- 22:52 the background there's really not that
- 22:54 many that many pixels there so Carl was
- 22:59 good enough to send me some of his heart
- 23:04 work that was from his desk
- 23:07 Fiske it's a funny you know how how
- 23:13 relaxed we were this is his his list of
- 23:17 what levels were definite he's written
- 23:26 here again another texture size and
- 23:28 another one at the top 64 line
- 23:30 you can tell what was on his mind this
- 23:34 is his plan for silo version one at the
- 23:36 bottom here that's the level with halls
- 23:40 house and was one of the very first
- 23:42 levels that was modeled we actually
- 23:45 showed that at Shawshank I on video only
- 23:48 form with a mock-up it wasn't a playable
- 23:51 game at all it was a mock-up with
- 23:53 handcrafted cameras blinds and then all
- 23:59 the audio was added in afterwards so
- 24:03 there's a thus a more modern reverse
- 24:05 engineered image of the silo level
- 24:12 that's not contemporary just to give you
- 24:14 an idea this is Karla textures now you
- 24:33 know as we got through the levels we've
- 24:35 got a little bit more sophisticated this
- 24:37 is some petersburg version 3 on the
- 24:40 right here but really as I as Carl put
- 24:45 it it's not the art of Prometheus
- 24:47 you couldn't put this together in a
- 24:49 coffee table book but this is pretty
- 24:52 much all the paper that we used during
- 24:55 the development of the game really what
- 24:57 we were focusing on was the tools on the
- 25:00 SGI machines that we had looking at the
- 25:04 screen they're resizing the window down
- 25:07 to 320 240 to try and simulate what the
- 25:13 old 64 would be like
- 25:18 me Jones was the next hire she was an
- 25:23 artist and was responsible for many
- 25:30 things but chiefly or all the characters
- 25:32 I asked her you know what was the what
- 25:35 was the work you did that you've most
- 25:36 proud of and there's a bit of a tease
- 25:39 but the answer was building the for
- 25:43 James Bond's each one was different
- 25:45 Roger has a white tux Shawn had a
- 25:49 double-breasted jacket and Tim had an
- 25:52 open tux I was very pleased with the
- 25:54 likenesses but I guess you'll just have
- 25:57 to believe me sorry about that this is
- 26:01 another piece of work that B did which
- 26:03 was for the promotion of the game this
- 26:09 was done actually once the game was
- 26:10 finished and she had a little bit more
- 26:12 free time first designer on the project
- 26:15 was Duncan Bach would he he said to me
- 26:20 that he was most proud of a multiplayer
- 26:22 mode steve coded it in a month which was
- 26:27 the work of a magician while I set up
- 26:30 the spawning weapon and ammo points mrs.
- 26:33 Duncan talking and cut the level
- 26:35 backgrounds down to a quarter of their
- 26:36 poly count then made new backgrounds
- 26:38 when we didn't have enough variety Carl
- 26:40 contributed some fantastically complex
- 26:42 environments as well which meant I had
- 26:44 to go back and do better texturing on
- 26:47 the ones I had made you know on a small
- 26:50 team like this there's so many jobs it's
- 26:54 impossible to explain what it what each
- 26:57 person did comprehensively so I can only
- 27:01 give you a tiny indication in a one-hour
- 27:03 talk Steve Ellis was a mention
- 27:08 programmer who did the multiplayer and
- 27:12 many other things he said one of the
- 27:14 things that always strikes me as crazy
- 27:15 in retrospect is until sometime like
- 27:18 March or April of 1997 so that's two
- 27:22 years after we'd begun there wasn't a
- 27:24 multiplayer mode at all hadn't even been
- 27:26 started it really was put in at the last
- 27:29 minute something you wouldn't dream of
- 27:31 in these days and it was done without
- 27:33 the knowledge or permission of the
- 27:35 management too rare a Nintendo sorry
- 27:41 management a rare a Nintendo the first
- 27:44 thing they knew about it was when we
- 27:45 showed it to them working however since
- 27:48 the game was already late by that time
- 27:50 if we haven't done it that way probably
- 27:51 would never have happened
- 27:52 and I suppose there's quite a few
- 27:55 features that we snuck in and it was
- 27:59 only possible because of the fact that
- 28:02 the management trusted us you know they
- 28:05 believed in the team and you know they
- 28:07 weren't they weren't coming in even
- 28:09 every week you know I'm sure there was a
- 28:12 six-month stretches where no member of
- 28:16 rare or Nintendo management came in to
- 28:19 the team offices which is really quite
- 28:23 extraordinary and all credit to them
- 28:25 that they felt able to take that much of
- 28:31 a Leanback approach and place that much
- 28:35 trust in a team all the people on the
- 28:39 team had never made a game before except
- 28:44 for myself and ad Smith so a lot of
- 28:51 trust down grain nor gate was one of
- 28:56 three audio people on the project Graham
- 28:59 was involved for extremely long stretch
- 29:02 of the project and responsible for all
- 29:06 the sound effects one of the fascinating
- 29:08 things about the sounds when you
- 29:09 actually shoot in Goldeneye and you hit
- 29:12 something something like seven eight or
- 29:14 nine
- 29:14 sound effects will actually trigger so
- 29:17 much effort was put into the various
- 29:21 permutations and combinations and the
- 29:24 randomness in the sound effects to try
- 29:28 and give a punch and a pleasant tactile
- 29:32 sensation and you know the reward yes I
- 29:38 either game no you're hitting this I
- 29:41 know you're hitting
- 29:42 I know you're hitting the other so
- 29:44 enormous amount of effort went into
- 29:46 polishing compressing you know iterating
- 29:49 iterating iterating on those sounds and
- 29:52 you know Graham did all of that but he
- 29:54 was also a composer and he wrote half of
- 29:58 them using something like forty or fifty
- 30:00 pieces of music in the entire game which
- 30:04 is an incredible feat not least because
- 30:08 of the measly budget I gave them to fit
- 30:12 all of the sound effects all of the
- 30:15 instrument facts and all of the MIDI
- 30:16 music on the wrong this is the famous
- 30:24 David dope he was seconded last designer
- 30:30 to join the team this is him as a
- 30:34 scientist he was unusual we had a great
- 30:37 piece of good luck he was actually a
- 30:40 biochemist his PhD was in biochemistry
- 30:45 before he before I hired him to rare to
- 30:50 actually be a system administrator for
- 30:52 rare so after a while I'm talking to him
- 30:55 you know we had a great relationship and
- 30:58 I felt that he had been an awesome
- 31:01 addition to the team I'm so glad I made
- 31:05 that choice um who's you unquestionably
- 31:09 one of the best FES designers in the
- 31:13 world
- 31:13 this is Dave dhoka myself being silly
- 31:17 you know the team had to produce you
- 31:21 know we we scratched for what
- 31:24 photographic materials we could get but
- 31:27 there's very little in the way of faces
- 31:29 of the actors even even the bit parts
- 31:35 even even pierce brosnan so it was like
- 31:38 magazines and we found a picture of jaws
- 31:40 it was about this big in some magazine
- 31:43 so yeah of course crazy
- 31:45 here we are we're dressing out to
- 31:47 provide silhouettes for the video
- 31:50 screens in 7 a.m. bunker
- 31:53 this is actually a later picture from
- 31:56 near the end what I've got in my hand
- 31:57 there is the mock-up of the box art for
- 32:02 the product that was produced by
- 32:04 Nintendo they sent it to us we printed
- 32:06 it out on one of the few color printers
- 32:08 in the company and I folded it together
- 32:11 to make a simulation of what the box
- 32:14 would look like one of the things I'd
- 32:17 like to talk about in Goldeneye that I
- 32:20 think isn't spoken about enough is humor
- 32:25 there's a lot of things that happen in
- 32:28 there some were intentional some not so
- 32:31 intentional but I think all of them
- 32:33 great addition to the game there helped
- 32:36 to make you laugh any any first-person
- 32:39 shooter and almost any game is a series
- 32:45 of hills and valleys of tension you know
- 32:49 you go around the corner
- 32:50 maybe there's a guy there oh there isn't
- 32:53 you go into another corner no guy oh I
- 32:58 hear some shooting over there come
- 33:00 around a corner three guys bang bang so
- 33:02 it's that's ramping up the tension but
- 33:06 to bring it down again it's more
- 33:08 difficult and humans incredibly
- 33:10 important for that and you know that
- 33:13 helps to bring the valleys in and to
- 33:15 make the to give the level of structure
- 33:17 and emotional structure which is really
- 33:22 important for people's people's reward
- 33:24 because people are base emotional
- 33:26 animals so you know if it's not really
- 33:35 realistic it was it was kind of cool
- 33:38 maja mark was very pleased the first
- 33:43 time he got the watch to come up on the
- 33:45 screen but you know really it's it's a
- 33:48 little bit silly and the explosions
- 33:54 there's another example of humor because
- 33:57 for reasons I still don't understand
- 34:00 when there's an explosion it's kind of a
- 34:04 crediting effect and the software
- 34:06 credits the momentum to the nearby
- 34:09 enemies and when it reaches a certain
- 34:12 amount they fly off so what you happen
- 34:15 is there's an explosion people are there
- 34:17 like this slightly too long and then
- 34:20 they fly off into the air and it is very
- 34:24 very funny and you know I by rights I
- 34:28 should have been sick of the game by the
- 34:30 end of 2 and 2/3 years but I derived a
- 34:36 great deal of satisfaction from just you
- 34:38 know lobbying around a few few minds
- 34:41 blowing out people watching them cascade
- 34:44 around you know the silly there's an
- 34:49 argument that we could have had more
- 34:50 quality control and we can say yeah you
- 34:52 know what
- 34:53 let's not have the Moonraker outfits
- 34:55 they're a bit silly but instead you know
- 35:00 be made it and it went in this it is
- 35:05 silly but it's also great yeah thus
- 35:07 laughing oh how did nobody ever said on
- 35:12 the team no one ever said this this is
- 35:15 ridiculous it was one of a very very
- 35:20 long list of things you know we wanted
- 35:22 it we implemented it
- 35:24 it seemed okay we move on you know we
- 35:27 it's it's absolutely hilarious and I
- 35:29 love it but again you could make an
- 35:33 argument that it should be different
- 35:35 more realistic much more sober and I
- 35:38 think you'd be taking out a lot of
- 35:41 character of the game the toilets yeah
- 35:44 the English and Japanese found humor in
- 35:47 the talk so you know overall you know
- 35:53 what I what I love to try and put into a
- 35:55 game is a sense of humor you know I
- 35:58 think people want to have fun and a part
- 36:01 of that is laughter but also any game
- 36:03 it's presents a challenge it can become
- 36:05 become tiresome the frustration can
- 36:07 become overbearing the more humor you
- 36:09 can get in there the better and a lot of
- 36:12 it is going to be serendipity it's going
- 36:15 to be things you do that
- 36:17 you didn't plan on what they turn out to
- 36:18 be a little bit silly and if you can if
- 36:20 you can leave those and the teams
- 36:23 comfortable to leave them that's correct
- 36:27 next thing I want to talk about is
- 36:29 mistakes I like things that by rights
- 36:32 are really truly a mistake in game
- 36:35 design I guess some of you might know
- 36:41 I'm probably the biggest one is odd-job
- 36:46 have really anxiety in you know odd job
- 36:55 was an annoying character in multiplayer
- 36:57 because it's very hard to shoot because
- 36:59 he was so short and you could certainly
- 37:03 make an irony should never have been in
- 37:05 the game that it be a better game
- 37:08 without him some you know one of your
- 37:10 friends is going to choose all job it's
- 37:12 a cheesy thing to do and it spoils the
- 37:14 game but to me that's a social dynamics
- 37:18 problem you should be putting pressure
- 37:21 on your friend to not be a cheater but
- 37:24 fearful of people have redefined this as
- 37:26 you know our job is what the cheater
- 37:28 picks and I think that's a beautiful
- 37:31 solution to what could be said it was
- 37:33 under balancing we didn't have time to
- 37:39 bounce all the characters really we just
- 37:41 threw them in for the multiplayer but
- 37:45 you know these little these little
- 37:47 quirks and bits of sketchiness I really
- 37:51 strongly feel I bring personality to the
- 37:53 game another one of the things that I
- 37:58 personally feel so proud about the game
- 38:00 is kind of sandbox nature it's not it's
- 38:04 not really it's not really a sandbox
- 38:07 game but many of the levels are linear
- 38:12 and many of them you you you have a
- 38:15 little bit of choice you know you could
- 38:17 do the missions in this order all that
- 38:19 order but really you know is you can't
- 38:22 really say it's the sandbox game but
- 38:23 there's there's a there's a sandbox a
- 38:26 way to play it and that's when you don't
- 38:29 care about the missions
- 38:30 anymore when he played it enough and you
- 38:33 just want to mess around with with the
- 38:36 guys and you know my personal fave I
- 38:40 spent I remember well six hours one
- 38:44 evening playing and playing in in the
- 38:48 bunker drawing in more of the infinite
- 38:51 forn
- 38:52 enemies and shooting their hats off six
- 38:57 hours and I had I had like a massive
- 38:58 collection of hats on the ground and you
- 39:01 could shoot them I don't know if you
- 39:02 ever know this you can shoot them you
- 39:04 can get them up in the air you can
- 39:05 juggle the hats you can chew them at
- 39:08 Calculon party you can see you know that
- 39:13 that is a really pleasurable thing and
- 39:16 it's something that came out of the game
- 39:18 development totally organically nobody
- 39:20 ever said you know let's make it so they
- 39:24 you know so that you can shoot the house
- 39:26 in the air for six hours it would have
- 39:30 been a ridiculous statement but you know
- 39:32 what we did say was that's a kind of
- 39:35 funny why don't we have some hats and
- 39:39 the rest was mark Edmonds execution now
- 39:47 one stage we did have some much more
- 39:50 violent effects in the game we have one
- 39:52 texture long animated texture new masses
- 39:56 of blood so when you shoot it was made
- 39:59 me feel you know I consider myself to
- 40:01 have a strong stomach made me feel a
- 40:02 little bit uncomfortable seeing this in
- 40:05 glorious 3d you know Howard Lincoln came
- 40:09 round one time and he was he saw one of
- 40:12 our animations which was to shoot
- 40:14 someone in the groin and they then would
- 40:17 ride around on the ground for it seemed
- 40:20 like it must have been less than two
- 40:22 minutes but seemed like forever that
- 40:24 they were there writhing around on the
- 40:26 ground and it had a humor value but
- 40:30 really it was too too violent you know
- 40:33 and we'd we took out the the flip book
- 40:36 texture or incredibly bloody we toned
- 40:39 down the hits so there
- 40:40 really quite subtle on the bodies that
- 40:44 you know they are read the characters
- 40:47 disappear after you have shot them
- 40:50 totally not realistic but it kind of
- 40:52 underlines the fact that you shouldn't
- 40:56 really care about them that you know you
- 40:59 shouldn't feel bad about shooting them
- 41:01 it makes it easier to to play a game
- 41:03 which is you know like any FPS it is
- 41:06 essentially about killing a long long
- 41:08 series of Fievel and I have to say the
- 41:12 graphics which today looks so blocky and
- 41:15 awkward you know even in the day they
- 41:17 were a little you know the shape of the
- 41:19 head it wasn't it's a little bit you
- 41:22 know can't we do better than this
- 41:24 but that non-realism in the graphics was
- 41:29 actually a big help to making it a more
- 41:32 light game and more in touch with the
- 41:36 Bond universe so grant kirkhope was the
- 41:43 other main composer on the project he's
- 41:49 also a guitarist and he did the guitar
- 41:52 riffs on the some of the more electric
- 41:56 rock versions of the gold my Monte
- 42:00 Norman piece grant said to me I wish I
- 42:03 had added longer tunes for the game I
- 42:05 remember asking mr. Hollis how long I
- 42:07 should make the chains as I was
- 42:09 completely new to games and I had no
- 42:10 idea I remember him saying that he
- 42:13 thought a minute would be sufficient and
- 42:15 quickly went back to his business and
- 42:16 dismissed me I'll try to know that you
- 42:20 could spend forever running around
- 42:21 levels hearing the same tune over and
- 42:23 over and over again thanks Martin sorry
- 42:27 sorry gran Robin beans and was the third
- 42:31 to compose the the music guys were the
- 42:35 only people who are out of the team
- 42:37 building you know the the audio team was
- 42:40 all together and rare was privileged to
- 42:42 have these three guys who were
- 42:44 incredibly untalented musicians
- 42:49 composers from the professional
- 42:53 world rather than games design plus what
- 42:57 rather than game development per se Ron
- 43:00 Wieland
- 43:00 only wrote one piece of music which was
- 43:03 the elevator music which you can hear in
- 43:05 such levels as the the complex and the
- 43:09 caves this is just a little joke but I'm
- 43:12 very interested to Adrian Smith was the
- 43:17 third and last artist he said to me I
- 43:20 was particularly pleased with the
- 43:22 effects I produce for the game
- 43:24 the muzzle flashes the trace of fire in
- 43:26 the explosions we're very influenced
- 43:28 with the film heat I was very pleased to
- 43:31 the end sequence of the blood coming
- 43:32 down the screen I wish I had copyrighted
- 43:34 the watch graphics as a mechanic for the
- 43:36 status for health indicator mentioned
- 43:46 Stephen Ellis so here's a his a nice
- 43:48 shot of the multiplayer this is actually
- 43:52 running on an emulator if you blow up
- 43:55 the n64 screen on a big screen like this
- 44:00 you know ntsc was the major limiting
- 44:03 factor it's really not in the in the
- 44:10 actual bandwidth for ntsc but you know
- 44:13 this is one of the things that I feel is
- 44:15 held at least well about the game is is
- 44:18 the sharpness I asked Adrian what he
- 44:23 what he wish had he put in to the game
- 44:26 and he said the firing range this is
- 44:28 something he actually modeled it was an
- 44:31 environment from q-branch it would have
- 44:32 been great if it was added and
- 44:33 incorporated with some minigames well
- 44:37 that was one of the very few things that
- 44:38 we didn't get around to actually getting
- 44:40 in but it came true with perfect dark so
- 44:45 you know by this point we had the entire
- 44:48 team assembled and you we're in the
- 44:51 homestretch I I have to admit that I
- 44:54 don't remember any talk of deadlines or
- 44:59 schedules which is completely astounding
- 45:04 you know I assume that as lead on the
- 45:09 project I was told what the deadline was
- 45:12 probably several times but I was so
- 45:18 focused on what what could be done to
- 45:23 make the game better that you know today
- 45:26 this isn't in my mind at all
- 45:29 now this is actually a graph by Ben
- 45:33 cousins that he sent round on Twitter
- 45:36 recently to try and educate people who
- 45:39 don't know game development how quickly
- 45:42 your game will actually develop what you
- 45:44 think will happen is you think linearly
- 45:46 your game will get better half way
- 45:48 through you'll think you'll have half a
- 45:49 game it's not the case at all halfway
- 45:51 through you basically don't have
- 45:52 anything you don't have a game so
- 45:56 halfway through goldeneye you know we
- 45:58 did have a game and i remember sitting
- 46:00 in the office with mark Edmunds and he
- 46:02 said you know come and have a go I had a
- 46:04 go and I just remember not really
- 46:09 feeling anything and I didn't say
- 46:11 anything and I just I guess my faith
- 46:15 said everything yeah it was it was
- 46:17 absolutely diabolical it was in the
- 46:19 bunker in the interior the movement was
- 46:22 completely dead the sound effects are
- 46:25 completely dead the gun was dead on the
- 46:27 screen and it had no no reaction no
- 46:29 movement there was no auto aim it was a
- 46:32 crosshair you know you had to line up
- 46:34 perfectly was completely no no juice at
- 46:37 all in the game and you know essentially
- 46:42 it took circa a year to add a layer on
- 46:46 layer on layer of little movements
- 46:48 little sounds little reactive effects
- 46:52 graphical effects on textures when you
- 46:56 shoot little glimpse on the gun you
- 47:01 layer upon layer upon layer of little
- 47:03 effects just to try and make it feel
- 47:04 more more punchy and more like the game
- 47:08 was actually listening to what you were
- 47:11 doing
- 47:13 and in this final year we were working
- 47:16 so hard I I can't remember it at all
- 47:20 so I have almost met what to say about
- 47:25 that new the homestretch
- 47:27 the game was finished we were able to
- 47:30 add little little sprinkles little
- 47:34 additions things that were just nice to
- 47:36 have like the like the cheats you know
- 47:41 Steve Ellis programmed these we just had
- 47:44 a great discussion in the office all you
- 47:45 know what yeah that would be cool yeah
- 47:47 why don't we have big heads like Donkey
- 47:49 Kong Country you know that'll be funny
- 47:52 tiny bombs yeah that's amusing and you
- 47:56 know we added it gathered cheese and
- 47:59 just I think we had seventeen it was
- 48:00 just the number we could think of that
- 48:03 we thought would call a little bit of an
- 48:07 intro and an outro on the game this is a
- 48:10 joke referencing the BBFC their film
- 48:15 review board in the UK and this is my
- 48:19 signature at the bottom left and my
- 48:22 attempt to do to write James Bond how he
- 48:25 would sign it there yeah I mean all this
- 48:31 was added right at the end at this point
- 48:33 we finally had a full complement of
- 48:36 levels 18 from the Goldeneye movie and
- 48:40 two extra bonus from other films you
- 48:47 know a little story about the the
- 48:51 balancing on that you Dave doke and I
- 48:56 played the Aztec after he had set it up
- 48:59 and we both found it very hard on
- 49:04 double-o but you've given a couple of
- 49:09 hours we could both we could both do it
- 49:13 and then being a mischievous pair that
- 49:16 we were I said to him okay that's good
- 49:19 now why don't you just make it a little
- 49:22 bit harder so a snake is just slightly
- 49:26 harder than we were able to do ourselves
- 49:30 at the time and it's in my if I give Li
- 49:34 the hardest level in the game on
- 49:36 double-o but I still get a great deal of
- 49:38 satisfaction from playing Hilter I can't
- 49:40 be frustrating at times so Mark had a
- 49:45 little story points out to me that I've
- 49:47 forgotten about which was the craziest
- 49:50 coolest thing we finished the game it
- 49:53 had been through tests
- 49:54 you know we'd marked off all the bugs
- 49:55 everything was good
- 49:57 they'd send it through lot check words
- 49:58 there's a long process where they play
- 50:01 the game to death for like two weeks and
- 50:05 tested on all the combinations of
- 50:07 televisions and so on
- 50:08 and then he came back and there was a
- 50:10 problem on one of the levels when he
- 50:13 played it in a certain order it's
- 50:15 probably the frigate feeling so an order
- 50:18 very certain sequence of characters
- 50:20 being instantiated and they'd have
- 50:22 terrible texture maps on them because
- 50:24 there wasn't enough memory had a dynamic
- 50:26 memory system which is I mean it worked
- 50:30 okay most of the time but memory is very
- 50:32 tight on this level so what I had to do
- 50:35 was right in order to make a minimum
- 50:38 change and the version control system
- 50:40 wasn't that reliable in order to make a
- 50:42 minimum change that day I wrote at all
- 50:46 to extract the code and the data for the
- 50:52 code from the ROM it was gzipped
- 50:55 so basically a custom on Jie Jie I wrote
- 51:00 that adjusted the memory numbers rajee's
- 51:03 appear whopped it back into the ROM
- 51:07 image without recompiling everything
- 51:10 anything and sent it to a Nintendo
- 51:15 so that's the final version and mark
- 51:19 says thankfully it worked and it still
- 51:21 makes me smile it's kind of I don't know
- 51:26 I don't know if it was the best way to
- 51:28 do that or not to this day but it was it
- 51:32 was a minimum change and it worked
- 51:39 another little story from the final days
- 51:42 which was the crates used to say vodka
- 51:45 on them which is Russian for vodka
- 51:48 unfortunately pretty late on Nintendo
- 51:51 noticed they have who spoke Russian and
- 51:55 said yeah but mine large almost all the
- 52:00 things we wanted to get into the game
- 52:02 were we were able to fit them in with no
- 52:06 resistance from rare management or
- 52:10 Nintendo or even eon and Don Jack who
- 52:15 are the production company that made the
- 52:17 movies and the licensed controlling
- 52:20 company so you know I'd like to say
- 52:23 thank you to all of those people for
- 52:25 allowing us to realize our vision and
- 52:30 then the game was finished and I guess
- 52:33 it was a tiny bit of an anti-climax but
- 52:35 there was a certain amount of pleasure
- 52:37 you know being able to being able to
- 52:40 look at things that nearly three years
- 52:42 before had just been a few words you
- 52:45 saying the dam would have three towers
- 52:47 and now you know being able to enjoy
- 52:50 mm-hmm enjoy our work mark Edmund says I
- 52:57 remember Tim asking shortly after we had
- 52:59 finished what I would raid the game I
- 53:01 think I said seven out of ten so there
- 53:04 must have been a lot of areas I still
- 53:06 thought could have been improved even
- 53:08 back then and I think that sums up how
- 53:12 all of us felt about about the game we
- 53:16 didn't really know whether it was
- 53:19 awesome or whether it was okay or
- 53:21 whether it would
- 53:23 you know fall on deaf ears in the
- 53:25 marketplace because the film had been a
- 53:26 long time ago and you know to our eyes
- 53:29 the graphics on the levels we've made
- 53:31 first were not as good as the graphics
- 53:33 on the levels we'd made last so there's
- 53:35 a lot of questions in our minds this is
- 53:37 the closest thing I've got to a gold my
- 53:39 team photos is not the gold my team this
- 53:41 is part of the perfect dark team from
- 53:44 left to right we've got Steve Alice
- 53:45 Graham nor gate mark Edmonds that's Ross
- 53:49 Murray who was perfect dark only Karl
- 53:52 Hilton David dog myself Pete Jones and
- 53:56 Lee ray who was also perfect dark only
- 54:06 so Oh - oh no - in my opinion is that
- 54:13 it's really quite toxic to go into
- 54:18 making a game with the idea that one
- 54:20 person is going to be giving all the
- 54:22 orders and telling everybody what to do
- 54:25 I think that's absolutely the worst way
- 54:27 to go about making a game and I tried
- 54:31 yeah and I always try but I tried on
- 54:33 this project to as much as possible have
- 54:37 a flat management structure and have it
- 54:41 so the people could implement their own
- 54:42 feed shows if they felt like it and
- 54:45 people could similarly contribute
- 54:47 whatever it was that they wanted my
- 54:50 chief concern in the early days was to
- 54:55 simply direct a ship in what seemed like
- 54:58 a good direction and make sure I had the
- 55:01 best possible crew and the thing is when
- 55:04 you work with incredibly intelligent
- 55:06 people they they reward you know your
- 55:12 trust in them and the most rewarding
- 55:15 thing for them is their autonomy and
- 55:20 that means not telling them what to do
- 55:23 so really you know my take home for this
- 55:28 talk is
- 55:30 les you can be a boss the less you can
- 55:34 be telling everybody what to do
- 55:35 the better the likely results auteur no
- 55:41 tour I think it's a false dichotomy
- 55:43 really I think the best games you do
- 55:47 have an element of personal an element
- 55:50 of personal authorship but you really
- 55:54 need that very early in the project
- 55:56 before the team is really a team at all
- 55:59 because if you're trying to steer a team
- 56:02 around and they're great people they're
- 56:05 going to resist you and it's going to
- 56:07 have an emotional cost on both sides so
- 56:13 really I think the best thing is just
- 56:15 just a couple of drops of yourself in a
- 56:18 project and after that everybody
- 56:23 collaborating Adrian Smith said it best
- 56:28 to me he said everybody contributed to
- 56:31 the game in their own way which made it
- 56:34 the success that it became nobody needs
- 56:37 to be singled out it was a team that
- 56:40 made gold Knight just like say thank you
- 56:44 for the gold my team with their help
- 56:46 with this talk
- 56:48 [Applause]
- 57:02 I've also been asked to remind you to
- 57:05 fill out your mobile evaluations thank
- 57:09 you very much I'm happy to take
- 57:12 questions although I talked for what's
- 57:17 also lunchtime at the 4th floor so
- 57:20 questions it's fine too okay a lot of
- 57:27 people fight about first-person shooters
- 57:30 on consoles versus PC like mouse
- 57:33 keyboard and all that stuff how do you
- 57:35 feel that even now so many years after
- 57:37 Goldeneye came out when people talk
- 57:39 about whether or not shooters can work
- 57:41 on consoles they still mentioned
- 57:43 Goldeneye oh they do that's cool um how
- 57:49 do I feel that people still mention
- 57:51 Goldeneye when debating whether
- 57:55 first-person shooters can work on
- 57:57 console versus PC I mean to me it seems
- 58:03 a little bit sad some of the acrimony
- 58:05 between the two camps the you know PC is
- 58:08 the one true way camp and the console
- 58:12 camp I think I think they're both you
- 58:14 know you can make awesome awesome games
- 58:16 on either you know people will say well
- 58:19 the analog the little analog stick it's
- 58:21 not so accurate it's not as accurate as
- 58:24 a mouse but to me it's like saying in
- 58:26 golf why do you just pick up the ball
- 58:28 and put it in the hole you know I mean
- 58:33 the game comes every game comes with its
- 58:36 own constraint and playing the game you
- 58:40 you live inside those constraints and
- 58:42 they they make the game so it's kind of
- 58:46 a strange thing to say to me PC is
- 58:50 designed for spreadsheet software it's
- 58:53 incredible really that you can make such
- 58:55 an awesome game on it only other hand
- 58:57 consoles they have the price pressure
- 58:59 but at least they're designed dedicated
- 59:03 for games you know I never felt any need
- 59:05 for a divide between PCs and consoles
- 59:08 I never thought oh we can't make a great
- 59:10 game
- 59:11 because doom or no or anything like that
- 59:14 I was always thinking well you know
- 59:16 let's let's go for this I think it's
- 59:20 also if people still mention gold night
- 59:21 I mean at the time it was the
- 59:23 best-selling FPS that's a great
- 59:27 privilege and honor we've had a huge
- 59:30 amount of work into making it as crazy
- 59:32 could be in us it's lovely to be invited
- 59:35 back to to talks you know is pretty much
- 59:38 15 years slightly over 15 years since it
- 59:41 came out
- 59:55 did you play the well let's call it
- 59:58 remake that came out recently and what
- 60:00 do you think about the new iteration of
- 60:03 Goldeneye
- 60:05 I played eurocom Activision's remake a
- 60:10 little bit honestly not that much I
- 60:14 thought I thought that it is really
- 60:20 close to a Call of Duty more in its
- 60:24 gameplay and the rhythm of the enemies
- 60:29 the rhythm with which they come to you
- 60:32 the way you approach them you know and
- 60:37 and in many other ways although
- 60:38 graphically I could see they put a huge
- 60:40 amount of work into trying to be true to
- 60:43 Goldeneye double-oh-seven on the n64 you
- 60:48 know I think it's it's actually very
- 60:50 difficult to analyze a game it's
- 60:53 actually very difficult to see what's in
- 60:54 there I think it's actually very
- 60:55 difficult to replicate that so yeah I
- 60:59 enjoyed playing it maybe they were
- 61:03 trying to cater to the marketplace today
- 61:06 more and very different I mean if that
- 61:08 was my job I I don't know that I would
- 61:12 say no make it just like the original
- 61:14 yeah it's very difficult because there
- 61:17 aren't really games in the marketplace
- 61:18 today that have that plate-spinning
- 61:19 thing where you you have like three
- 61:22 guards and you shoot one that keeps him
- 61:24 busy
- 61:24 shoot the next keeps him busy shoot the
- 61:26 next keeps him busy then you go back to
- 61:28 the first one again you know that
- 61:30 there's lots of little mechanics like
- 61:32 that in gold Knight to do with the
- 61:34 second to second and quarter second two
- 61:37 core second interactions between you and
- 61:39 the guards yeah even stuff like the
- 61:43 bunny hop they do it's so silly but it
- 61:46 makes a big difference to the business
- 61:49 of actually trying to shoot them you
- 61:51 know so you're you hamstrung today by
- 61:54 realism and by the games they're
- 61:56 successful in the marketplace so you
- 61:59 know perhaps that's why they were
- 61:59 thinking I don't know
- 62:15 it sounded in your talk as if the first
- 62:18 time you guys figured out that it was in
- 62:20 any way successful was when they called
- 62:23 you jaws to give this talk so so what
- 62:28 was like when did you guys start to feel
- 62:31 like hey this game kind of matters
- 62:33 someway yeah when did we
- 62:36 when did the team realized hey this game
- 62:39 kind of matters in a way you know I
- 62:45 remember going to e3 very near the end
- 62:47 I'm feeling extremely pained other
- 62:50 things some people said when they came
- 62:52 up there were there were eight consoles
- 62:54 with gold nine people who come up and
- 62:56 playing some people said oh look
- 63:00 graphics are amazing and then it's like
- 63:02 yes score and next person come like
- 63:05 water peace so yeah not then that was
- 63:18 that was 95% of the way through
- 63:20 developing the game we had like five six
- 63:22 seven levels in working we were
- 63:25 basically nearly done we shouldn't have
- 63:27 gone to e3 we should have been back in
- 63:29 twycross zoo today didn't sell a massive
- 63:38 spike so it was really debatable if us
- 63:43 at success once it was launched and then
- 63:46 it came out in Japan and much of Europe
- 63:54 David Oak has a graph of the rentals for
- 63:58 goldeneye in the US is very interesting
- 64:01 it's completely flat graph it just goes
- 64:04 on for about two years it just goes on
- 64:07 and on and on the game just sold you
- 64:10 know not millions it sold like a hundred
- 64:12 thousand two hundred thousand a month
- 64:14 and then again and then again and again
- 64:17 and that was I guess when we realized it
- 64:21 was it was something it was going to
- 64:23 sell more than a million copies it's
- 64:27 going to sell more than two million you
- 64:29 know gradually we realized it was going
- 64:32 to have commercial success but but
- 64:36 really you know I still don't know and I
- 64:40 warned her that people still going to
- 64:44 mention it in another 15 years I think
- 64:46 he's still going to mention it in
- 64:47 another 50 years so you know games can
- 64:52 come and go they can be talked about for
- 64:54 a while so you know really I still don't
- 64:56 know whether it will be eternal yeah
- 65:06 that's true yeah well you know the
- 65:10 golden team was all spread around now a
- 65:13 couple of guys in Canada in the US and
- 65:17 spread around the UK but still yeah
- 65:19 that's a good idea
- 65:36 hey Golan I seem to be this kind of
- 65:39 perfect storm of like eight guys has
- 65:42 just never made a game before your
- 65:46 management seem to be just yeah go ahead
- 65:47 do what you like there's kind of really
- 65:50 free happy time of just game development
- 65:52 that has become the quintessential bond
- 65:55 game every game since has tried to
- 65:57 recapture that spirit and that
- 65:59 excitement do you think that's ever
- 66:02 doable again now that the game industry
- 66:04 has gotten so serious do you think
- 66:05 that's it was a one-time thing of
- 66:07 everything coming together and making
- 66:09 this great game so Goldeneye was a
- 66:15 perfect storm of everything coming
- 66:19 together you say and it's the
- 66:24 quintessential bond game that people try
- 66:27 and live up to is there any possibility
- 66:29 that that could react our first of all I
- 66:33 have no subject I have no objectivity
- 66:36 you know I I'm completely in love with
- 66:40 my games every one of them and I don't
- 66:45 feel you know I should be raised up on a
- 66:50 podium in a position of authority to
- 66:52 decide that I know that I personally
- 66:55 love Goldeneye in the way it turned out
- 66:58 but you know whether whether it will
- 67:03 always be the best bond game I really
- 67:08 cannot say you mentioned one thing I'd
- 67:11 like to pick up which was I gave the
- 67:13 impression you know it was all it was
- 67:16 all plain sailing and management was
- 67:17 like yeah do whatever you I do have some
- 67:19 stories of things things they wanted to
- 67:21 happen the you know mainly didn't but
- 67:26 occasionally did happen
- 67:27 wish I'd be happy to tell if anybody
- 67:30 wants to hear them but 99% of the time
- 67:34 yes it was we got to do what we wanted
- 67:51 that seems to be it for questions thank
- 67:53 you ever so much everyone
- 67:55 [Applause]
- 67:56 [Music]
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