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Author Topic: Ratchet & Clank Interview.  (Read 1533 times)

Offline MAKAVELIUK
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Ratchet & Clank Interview.
« on: July 01, 2002, 10:01:37 AM »
We speak with the team behind PS2\'s Ratchet & Clank, a massive, beautiful action-adventure from the makers of the original Spyro games

18:39 Cartoon platformers are ten-a-penny these days and it would be easy to greet each newly-announced title as yet another generic, identikit effort. But deep within the recesses of Insomniac Games, a team is frantically attempting to realise an ambitious vision that it believes will take the genre into unexplored territory.

And Insomniac hasn\'t entered this undertaking blindly, awkwardly juggling a headful of outlandish ideas with the hope of a successful, coherent end-product. No; having cut its teeth on the hugely successful Spyro the Dragon series on PSone, Insomniac was more than ready to tackle next-gen head-on and, from what we\'ve seen so far, is set to come up trumps.

But we required further explanation and a precise understanding of the Insomniac vision, thus went straight to the horse\'s mouth. Answering the questions are Ted Price, President and CEO of Insomniac, Oliver Wade, director of animation, Brian Allgeier, director of design, Brian Hastings, vice president, programming and Mark Cerny, President of Cerny Games and design consultant on R&C.

What elements did you learn from the Spyro series that have lent themselves to the development of Ratchet & Clank?

Price: Without our experiences on the Spyro series, there\'s no way we could ever have made a game as complex and varied as Ratchet & Clank. During the Spyro series we basically learned how to make a character action game so it\'s hard to quantify every element we brought over from the series but I can list a few of the more important ones here:

    * We learned how to create camera and control systems that work well in go-anywhere worlds
    * We learned how to implement solid enemy gameplay for a third-person game with wide open areas
    * We learned how to develop tools and technology to support physically huge levels.
    * We learned how to create a consistent artistic style across an entire game.
    * We realised the importance of prototyping before production.
    * We learned how to create and maintain an efficient production pipeline.
    * We realized the impact of humour in gameplay.
    * We learned how to tell a fairly decent story (we hope)

Can you give us a brief overview of the story?

Wade: Ratchet is a mechanically-adept creature living on a backwater planet in a remote galaxy. He dreams of someday leaving his world and setting off on a grand adventure. To precipitate this, Ratchet builds a spaceship with parts he has scavenged from his home planet.

Meanwhile, Chairman Drek, the self appointed leader of a race of creatures known as the Blarg, is constructing an army on a nearby moonbase. This battalion of giant robots will be used by Drek to create a new world for the Blarg which will replace the one they have polluted.

In the factory where the robots are created, a computer glitch switches the brawn to brain ratio. So instead of a giant stupid robot, the machine creates a tiny, brilliant one. This is Clank. Immediately after his creation, Clank figures out the evil plan. He knows that he is no match physically for Drek\'s giant army, so he escapes the robot factory in search of a hero to aid him.

Drek sends his security robots to hunt down Clank and destroy him before he can tell anyone of the plan. They shoot Clank down over Ratchet\'s planet. Ratchet finds Clank and agrees to help him find a hero (the Galactic Superhero Captain Qwark) and in return Clank agrees to start Ratchet\'s spaceship.

As their adventure progresses the tension builds between these two disparate characters. Clank wants to save the galaxy. Ratchet just wants to ditch Clank and explore other worlds on his own. Will they be able find Captain Qwark? Will they be able to stop Drek and save the galaxy? Will they be able to stop arguing long enough to do anything?

These questions and more will be answered when you play the final version of the game...
« Last Edit: July 01, 2002, 10:29:23 AM by MAKAVELIUK »

Offline Bobs_Hardware

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« Reply #1 on: July 01, 2002, 10:08:31 AM »
Good if i could acess the page.. apparently without having been to the site in about.. a year, my priveleges for the day have been used up :confused:

And its good that they are only using 50%.. now we know how much better games would look if developers actually could use the other 50%  :rolleyes:

Offline juslight
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« Reply #2 on: July 01, 2002, 10:12:07 AM »
Could you please COPY & PASTE the info????
THERE ARE NO ORDINARY MOMENTS...

Offline MAKAVELIUK
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Ratchet & Clank Interview.
« Reply #3 on: July 01, 2002, 10:30:29 AM »
2nd part

There\'s obviously no shortage of cartoony platformers on the market - what separates R&C from the crowd?

Cerny: Each level introduces more weapons and gadgets. Bombs, a flamethrower, a high tech lockpick, mines, a swingshot that lets you zip around levels like Tarzan or Spiderman, small attack robots that fight alongside you. And for the most part, you buy these gadgets with "bolts," the money that you collect throughout the game.

As a result, some elements usually found in RPGs start to enter Ratchet and Clank. There are more weapons than you can practically buy, so each player\'s experience when playing the game will tend to be a bit different, just like an RPG. Also, in an ordinary action game, if you aren\'t finishing levels, you aren\'t progressing, but in Ratchet and Clank, you\'re gathering money as you go along, which means you can buy bigger weapons. Even if you aren\'t finishing levels, you\'re getting stronger, just like in an RPG.

How many hours do you anticipate it will take the average player to complete the quest?

Cerny: Well, I hate to give specific numbers of hours for play time, because everyone exaggerates. I can say this: Ratchet and Clank is a very large game, and may indeed have the play time of shorter RPGs, such as Final Fantasy IX.

Can you describe some of the gadgets featured in the game and the different gameplay opportunities they offer?

Allgeier: In Ratchet and Clank, we have several categories for the devices Ratchet acquires: "Weapons" and "Gadgets" are two of them. Weapons are used in combat to defeat various types of foe. Gadgets are special tools Ratchet can use to get from one location to another.

Different weapons become useful in various confrontations. There are short-range, medium-range, long-range, and tactical weapons. The Pyrocitor is a great example of a medium range weapon for fending off gangs of swarming attackers. It\'s basically a flamethrower that creates a sweeping flame that immediately torches the smaller enemies.

For the big enemies, it\'s best to use the long-range weapon known as the Devastator. The Devastator is high-powered rocket launcher that\'s great for defeating tanks, flying ships and tough soldiers with missile attacks. For tactical weapons, hover mines can be very effective. When placed, they have a homing capability and track to nearby enemies and explode. They work well when placed in front of force fields that enemies are waiting behind. Deactivate the force field and watch the destruction begin.

As for Gadgets, my favourite is the Swingshot. The Swingshot is a device that fits on Ratchets arm and fires a cable that attaches on to special targets. Timing is required to skilfully swing from one target to the next. Some Gadgets, like the Trespasser, have a puzzle element to them. The Trespasser lets Ratchet "pick" special locks by providing an inside view of the lock mechanism. The player can rotate lasers that line up with sensors inside the lock to open the door.

These are just a few of our weapons and gadgets. Since we have around 35, there are many variations of gameplay that Ratchet and Clank has to offer.

How does the relationship between Ratchet and Clank work and how do their respective sections differ?

Allgeier: In terms of gameplay, there is a big difference between "Ratchet" gameplay and "Clank" gameplay. Ratchet can travel to most areas of the game. At times however, Ratchet cannot travel into areas lacking oxygen. Clank, who is a robot and not oxygen dependent, can explore outer space and toxic areas to acquire items for Ratchet. Since Clank is not equipped with weapons, he will need to find other means of defeating enemies. That is where "Bots" come into play.

Found throughout the Clank sections, Bots are small robotic allies that will accompany Clank. Clank can command a troop of Bots, each with a lethal bite. He can order the Bots to attack large enemies, follow him to a location, enter special devices, or wait while he investigates. Clank challenges will provide the player with some interesting traversal puzzles. These challenges require a bit of thinking which is well suited for Clank\'s character, a very "rational" type.

What\'s your experience of working with the PS2 hardware? How hard do you feel you\'ve pushed the system?

Hastings: The PS2 has been a much bigger challenge than we initially anticipated. The multiple CPU architecture is especially difficult because the main processor and the two vector units each have two instruction pipelines.

The only way to get anywhere near optimal results is to write assembly code that micro-manages all six pipelines, while also taking advantage of all the instruction and data caches. No-one has ever written a C compiler smart enough to handle even a fraction of this complexity, so you simply have to program your entire engine in assembly. We also had to handle all our collision detection and physics in assembly code, since the sheer
number of moving objects in the game would have otherwise prevented us from running at 60Hz.

Beyond pipeline issues, we also use the IOP chip to decompress data on the fly in order to get the most out of the RAM space. Then there is the issue of shuffling several megabytes of textures into VRAM through the DMA each frame. To put it simply, I don\'t think anyone has ever overstated the complexity of programming for the PS2. But, on the other hand, the Xbox libraries won\'t allow you anywhere near the actual hardware, so there is little room for optimisation. Plus, the Xbox doesn\'t have the high speed vector units of the PS2, which may be why even the best Xbox games run at 30Hz.

I seriously doubt we would have been able to make Ratchet and Clank run at 60Hz on the Xbox without drastically reducing the number of moving objects. So, ultimately, I think we\'ve made the best platform choice for our game.

It\'s very difficult to put a number on how far we\'ve pushed the PS2 at this point. If I had to estimate, I\'d say Ratchet and Clank may use about 50% of PS2\'s maximum potential.

What\'s been the most satisfying aspect of development?

Hastings: From a technical standpoint, it\'s very satisfying to think that we have
at least partially conquered the most challenging console in the history of mankind. From a creative standpoint, it has been great to finally have enough memory and speed to design worlds that actually feel like futuristic cities. But ultimately, the most
satisfying part of the development has been playing around with the weapons.
If I ever get in a programming funk, I like to kick back and spend a nice relaxing hour torching a couple hundred squealing enemies with the Pyrocitor.

Can we expect Ratchet & Clank to become a franchise like Spyro? Do you already have plans for a sequel?

Price: We\'d be ecstatic if Ratchet & Clank became a successful a franchise the way Spyro did. But of course it\'s up to the worldwide audience. We hope that consumers really enjoy the game and if they do, well we\'ll be ready to give \'em more.

One thing that the Ratchet & Clank universe has going for it over Spyro is that it\'s very open-ended. With Ratchet\'s ability to use weapons and gadgets plus the idea that Ratchet is flying from a planet we\'re not really constrained when it comes to implementing fresh ideas that fit with Ratchet.

But right now we\'re completely focused on finishing Ratchet & Clank on time and ensuring that the final game is very polished. And if we end up creating a sequel, we\'ll put a lot of effort into ensuring that it continues to push the character action genre in new directions, just as Ratchet & Clank does.

Johnny Minkley

Offline Bobs_Hardware

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« Reply #4 on: July 01, 2002, 10:47:09 AM »
Wow, im surprised, it actually sounds like it has a lot of variation in its gameplay.

I just wish they didnt bring up the stuff about XBox.. its gonna give PS2 fanboys uncalled for ammunition for years.

Interesting read BTW

Offline SirMystiq

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Ratchet & Clank Interview.
« Reply #5 on: July 01, 2002, 11:53:52 AM »
Do you guys really think that Ratchet and Clank, being as big as it is and as varied, it only uses 50% of the playstations power?
Don\'t try to confuse me with what you call  facts, my mind is already made up.

Offline ajoh432
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« Reply #6 on: July 01, 2002, 12:04:41 PM »
It is pretty amazing that they can only reach 50%.. You\'d think it would be possible to max it..

What game do you think IS close to maxing it?:eek:
.... take the skin and peel and back...

now doesn\'t it make you feel better?

Offline fastson
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« Reply #7 on: July 01, 2002, 01:38:50 PM »
Quote
Originally posted by ajoh432
It is pretty amazing that they can only reach 50%.. You\'d think it would be possible to max it..

What game do you think IS close to maxing it?:eek:


None.. R&C is the game that pushes the most polys right now.
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Offline ajoh432
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« Reply #8 on: July 01, 2002, 04:00:59 PM »
Quote
Originally posted by fastson


None.. R&C is the game that pushes the most polys right now.
pretty damn nice.:eek:
.... take the skin and peel and back...

now doesn\'t it make you feel better?

Offline Falgarok
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« Reply #9 on: July 01, 2002, 05:03:30 PM »
Quote
Originally posted by ajoh432
It is pretty amazing that they can only reach 50%.. You\'d think it would be possible to max it..

I wouldn\'t take that statement too seriously.

For example, Naughty Dog said they can use as much as 45-60 MB of textures on each frame, but AFAIK no PS2 game in development is even close to doing so.


To tell you the truth, I\'d prefer to see more innovative games than better looking games in this generation. They seem to be obsessed with it: Faster, Bigger, Prettier. Blah.
Whatever

Offline fastson
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« Reply #10 on: July 01, 2002, 05:22:56 PM »
Quote
Originally posted by Falgarok

I wouldn\'t take that statement too seriously.

For example, Naughty Dog said they can use as much as 45-60 MB of textures on each frame, but AFAIK no PS2 game in development is even close to doing so.


To tell you the truth, I\'d prefer to see more innovative games than better looking games in this generation. They seem to be obsessed with it: Faster, Bigger, Prettier. Blah.


See ICO for more information ;)
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Offline seven
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Ratchet & Clank Interview.
« Reply #11 on: July 02, 2002, 09:16:01 AM »
I\'m confused now... I was pretty sure that Rachet & Clank used the Jak & Daxter engine - but as it seems, it\'s more of an updated version. Even more likely; Naughty Dog shared the algorithmics for their engine and Insomniac programmed it themselves, taking full advantage for their game. 50% sounds good - although I\'m not quite sure yet if those "50%" look that much better than Jak & Daxter. Don\'t get me wrong, Rachet & Clank might be topping the PS2 more than any game at the moment, but if it looks better has yet to be seen. Still good to hear though that devs are getting better on the PS2 hardware by the day... :)

Oh, another thing: it would be very interesting to know which developers have the new development kit (with the PA2) as it will help development teams a lot in their progress of pulling the full potential out of the system.

Offline Heretic
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« Reply #12 on: July 02, 2002, 09:22:40 AM »
The following was posted over at IGN in response to some of the questions raised there by the interview. Can\'t say for sure it\'s legit but it doesn\'t seem to contain anything out of line either.

Hi, I\'m Brian Hastings of Insomniac, and I just want to clear up a couple things about my interview comments.

1) We have to keep our answers to a reasonable length in these interviews, so I couldn\'t get too deep into the technical specifics of either the Xbox or the PS2. I wasn\'t trying to do an in depth comparison, but just to explain a bit about our experience working on the PS2.

2) Yes, Sony is publishing our next game, so after I *****ed for three paragraphs about how hard it is to develop for their hardware, I did feel a certain diplomatic compunction to give the PS2 fair credit in the area at which it excels (i.e. CPU power.)

3) Of course I realize that you can program in assembly language on the Xbox. What I was saying in the interview is that you are required to use DirectX. From everything I\'ve heard to date, Microsoft does require you to use the DirectX libraries in order to access the GPU. I\'m not saying this is a terrible requirement. In fact it probably saves loads of programming time and increases the chances of backwards compatibility in the Xbox2. However, I believe this means that all your processor intensive engine code (like the literally millions of vector and matrix manipulations required to translate, rotate, and perspect a million or so polygons each frame) are handled by DirectX calls. And that code cannot be specially hand-coded to fit your application. That just means that when you design an Xbox engine you are designing it in DirectX building blocks, which may not handle the lowest level code in the way that is most efficient for your application.

4) The Xbox GPU is certainly far superior to the graphics chip in the PS2. Nvidia deserves enormous credit for pulling off a feat that most of us thought impossible in 2001. Their GPU offers a host of features that are very difficult or maybe even impossible to simulate on the PS2. (I say "maybe", because the PS2 graphics chip allows you to program it at such a low level that it\'s hard to rule anything out entirely.) Of course PS2 programmers are insanely jealous when they spend a month fine-tuning an assembly routine to do projected texture shadows, while an Xbox programmer just has to type:
MyCharacter.ms_RenderShadow()
or some such thing. Well, c\'est la vie.


5) I believe the PS2 does win out in terms of overall CPU horsepower. Not all developers will be willing to invest the time to max it out, but the power is there. The PS2 technically has four CPUs: the main RISC chip, two programmable vector units (for which you can even customize the microcode, god help you), and the IOP (which is basically the entire PSone system on a single chip.) Engine code is actually comprised of dozens of subsystems, each operating on different data and producing different outputs. PS2 engines are often designed such that different systems run on different chips at the same time. To get even better results, you may also want to run AI/physics code on the CPU, while one vector unit runs engine routines, and the other vector unit runs optimized math subroutines that are fed to it from the CPU (i.e. the CPU is running AI logic and needs the solution to a collision problem, so it farms it out to a vector unit which has been set up to quickly handle the problem.) In the absence of any vector units, the Xbox must perform all math operations on the Pentium processor (which is not a slouch, but simply was not designed specifically for high speed linear algebra.) As a result, I believe that while the Xbox is capable of both higher resolution screens and fancier texturing effects, the PS2 will ultimately be able to draw more polygons and perform more floating point operations in any given frame. As developers, we simply design our games around the strengths of our hardware platform of choice.

--
Brian Hastings
Insomniac Games


Maybe you would agree, he\'s not badmouthing either system, just touching on the strengths and weakness of each to a degree.

Offline fastson
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« Reply #13 on: July 02, 2002, 10:09:24 AM »
Hmm.. Interesting.. Thank you Heretic.

Quote
Oh, another thing: it would be very interesting to know which developers have the new development kit (with the PA2) as it will help development teams a lot in their progress of pulling the full potential out of the system.


I know Free Radical has the PA2.. They have been using it to optimize the code.
Ive also heard all Sony 1st/2nd party devs have gotten their kits.

I wonder when we will see the first graphics engine coded with PA2?
GT1 comes to mind ;)
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Offline seven
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Ratchet & Clank Interview.
« Reply #14 on: July 02, 2002, 10:33:59 AM »
Woah thanks Heretic. It does sound legit and confirms what I\'ve been saying over in the debate section whilst in heated debates. Well, it just comes down basically to: each system has their strenghts and low-downs... ;)

 

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