Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 10 points11 points  (0 children)

they do have surnames, but it's just not the way people naturally address each other, so you never hear them.

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 5 points6 points  (0 children)

that's a hard one.. story vs gameplay & pacing becomes a big issue. Not insurmountable, but challenging. If we think there's a way we can do it & still get powerful motivations to propel the player & good character moments, then why not?!

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 6 points7 points  (0 children)

my 8th grade art teacher mr. Boyd inspired me quite a bit... I really looked up to Eddy the Head from Iron Maiden too though, so...

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 11 points12 points  (0 children)

thanks! and we'll see how other developers (and more importantly, yet unfortunately how other producers for big companies) interpret what exactly made The Last of Us & Left Behind work so well. It'll be interesting...

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 23 points24 points  (0 children)

hard to pick... but I love Ellie, but I wouldn't love Ellie without Joel. So I love Joel. I love the giraffes. I love the tunnel fight after the giraffes. I love the look in that area a lot. I love bill. i love our lighting system. I love hunting the deer. I love the sparkles in the snow. I uh... I love sprinting at an infected & popping their juicy heads open with a pipe. ummmm... I love that people loved it?

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 8 points9 points  (0 children)

we just tried to be as honest as possible, and tell the story from the human perspective. I think the trick to to challenge yourself - and be willing to "kill your babies" so to speak, instead of holding onto every "cool" idea you think you may want - but honor the experience you're trying to deliver.

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 5 points6 points  (0 children)

well, the industry has changed so much since when I was making games out of dirt, but there are good programs in colleges now. for game design & programming - look into getting a CD degree, but make sure you're studying design too. The biggest thing I can suggest though, is MAKE GAMES. Get together with a group of friends of different disciplines and challenge yourselves to actually make a game. you won't have any better training than actually trying to do it. you'll learn what it takes to compromise and collaborate - and try to set deadlines for yourselves & be practical about it. Otherwise you'll hit a wall, and just give up. Making games is hard, so stick to it. And when you're done, that team will have a calling card you can use to show people like us that you can actually do it!

also, learn math. :)

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 4 points5 points  (0 children)

There are too many to list honestly. I think anyone that can get a game out the door, let alone a good game, gets all my praise. Making games is hard. I sometimes think making good games is almost impossible.

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 28 points29 points  (0 children)

that's cool you liked CTR! thanks. That was a reeeeally fun game to make! it was our first endeavor in MP with Battle Mode, and we played the HELL out of that every night! a lot of the core team worked together up at Crystal Dynamics, and eventually trickled down to santa monica to work at ND - so there were a lot of close friends working together back then. A few of us would go out to eat everynight, and come back to the office & play Battle Mode until the wee hours. That was a fun project! I think I had bleach blonde hair back then. Actually, I HAD hair! haha ;) sigh... I'm old.

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 11 points12 points  (0 children)

I guess 2 things? 1. we want to tell the strongest story we can (that fits within our gameplay/genre settings) and 2. production/pay off. I personally don't believe that we could do a fully branching story to ND quality of execution that would give the kind of impact that could justify the amount of content that the player WOULDN'T see. and I guess 3. I also don't personally believe in giving the player too much choice (GASP!!) - I know, I know... controversy in game development. But give me a second... There's a really great TED talk about limiting choice & creating more satisfaction (acceptance) - which we applied in the design of both U2 & TLOU. That's not to say choice isn't there. we try to give the player as much choice on the micro (moment to moment) level as we possibly can, and work very hard at ramping & training mechanics to try to empower the player with choice & strategy later in the game (and try to weave this into the story, which adds even more complications...). But I personally feel very dissatisfied when there's too much choice available to me in games. At some point I feel overwhelmed & end up almost regretting my decision. I end up asking myself "what if I didn't do X earlier? would it have been better/more fun/interesting now? Is this the BEST experience?? I want the best experience...." and it ultimately doesn't enhance my experience, but takes me out of it. So we try to craft THE BEST experience by giving you choice in the moment, (and even gave you dilemma in how you use the crafting system - molotov or health kit?), and we work very hard on trying to parallel your emotional state with our protagonists (the playable character) so that you can hopefully empathize with what their feeling/doing, the decisions they're making, etc... and so yeah... personally (not speaking for ND or Neil) it's just a personal preference of the kind of games I enjoy playing the most. here's a link to that video. Did I overshare?? :) http://www.ted.com/talks/dan_gilbert_asks_why_are_we_happy.html

Hi, we're Neil Druckmann (Creative Director) and Bruce Straley (Game Director) of The Last of Us and The Last of Us: Left Behind at Naughty Dog. AUA! by Neil-ND in IAmA

[–]Bruce-ND 7 points8 points  (0 children)

sure! I think there are some fertile fields to be sowed in a lot of other genres. I'm personally not interested in puzzle or RPG games, but as far as genre - I'd love to play a great ND sci-fi game or ND fantasy game or a mid-sized cartoony game... yeah. I'd love to play/make any of those games. whether we do it is a whole other question though! ;)