1. As far as the narrative that holds Uncharted together, did you guys have a story in place and then built a game around it? Or did you have a game in place, and then built a story around it?
The story and the game design were pretty much built up in parallel. We started out with a high concept – we wanted to use the power of the PLAYSTATION®3 hardware to really capture the look and feel of a classic pulp adventure, re-envisioned with a contemporary hero.
So first off we really studied the genre – everything from the old pulp magazines and adventure serials of the ‘30s, to more recent retro-style action/adventure movies like the Indiana Jones series, and contemporary historical-mystery thrillers like National Treasure and The Da Vinci Code.
When you look at all these sources, certain conventions crop up again and again – from narrative themes and motifs (cliffhangers; fallible heroes; out-of-the-frying-pan-into-the-fire events; companions in peril; skin-of-your-teeth escapes), down to specific styles of gunplay and hand-to-hand fighting. Embracing all these conventions not only gave us a backbone for our story development, but a set of principles to structure the gameplay around.