The relevance of June 14th wasn’t on my radar until I popped onto Twitter this morn. We had no idea the impact #TheLastofUs was going to have on the industry & our lives. But we had an idea for something no one had done in the story-driven AAA space before, so we went for it...
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And I think ppl still don’t quite understand what’s special about TLOU. Not journos, not devs. It’s not story “VS” gameplay. It was story + gameplay. It was an honest attempt to marry story and interactivity - it was the sum of the parts that made the most powerful experience.
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We truly tried to look at every moment of that game and ask how the interactive aspect of our medium could evoke emotions from the player, connections & empathy with the characters, and create more engagement with the situation.
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We dissected story structure & character arcs, took as much story out of cutscenes that we could, & created huge chunks of playable story moments. We constantly asked ourselves “How can we make a more playable story?”
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A testament to the success of this idea, is you cannot watch a “cutscene-only” YouTube video from the game & have the story make any sense. Without the gameplay sections, huge swaths of a character arcs & story beats are missing.
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It was an honest effort to try to push our medium & show that if story & gameplay were considered w equal respect, that we could create something that’s never been played before. That was our goal. All other ideas - which there are many - were there to service that one goal.
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I’m super proud of what Neil & I & the whole team at Naughty Dog, were able to do. (Haters, please leave me out of your dumb wars.) ...and I think the industry still has so much more to discover about our medium. Let’s all keep searching! Peace, love & video games!


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