PALGN: Was it tough to make the transition from developing for the PlayStation 2 to the PlayStation 3?
EW: It was extraordinarily difficult and I will be perfectly blunt and honest. It was really really hard and I think a lot of that can be attributed to the fact that on the PlayStation 2 we... I'm not trying to make any commentary on the difficulty of development for the PlayStation 3 and I shouldn't be confused with that at all. On the PlayStation 2 we were programming in our own unique language that we had developed at Naughty Dog, it's called GOAL, Game Object Assembly Lisp. It was all lisp based and the entire rest of the industry is working in C++, nobody I knew was completely, off the wall doing this thing in Lisp. It was started with Andy Gavin who was an MIT graduate, I'm probably showing too much of my geek cred, MIT and Lisp are closely linked and that's where it all started from. So we've been working in that language all through the PlayStation One and the PlayStation Two, now coming to the PlayStation Three we realised these projects are getting so much more complex and they just require so much more effort that we realised across Sony that we'd have to start sharing code. If we develop something we're going to have to make sure that Santa Monica can borrow it if they want too or Insomniac or vice versa, things should be interchangable. So we realised we'd have to put this behind us and adopt C++ like everyone. That meant when we started on the PlayStation 3 we had no code, if we wanted to print text on the screen we had to write a font renderer, these are the things you take for granted, so we had to start from square one and so it was a long process of building up. We were so used to working with this language GOAL which was very flexible and the whole purpose of it was so you could have your game running, you could compile your code and you could update your game right away without restarting the system, it's a really good environment and I miss it, you can tell. So then we went to no code, so we had to build up slowly but i'm really really happy with the team and everybody pulled together and we ended up accomplishing something we can all be proud of.