would not leave until he beat the game, and as a result he failed out of college. Weâre wondering if youâd pick up his share of the rent?
âFor Activision, THPS was the game,â Stohl said. âThe initial expectations were that weâd sell 500,000 to 700,000 units. But then we released it, and every week the buzz kept growing and growing. You could see it spreading through word of mouth.â
It ended up selling more than 7 million copies.
The first release did very well, but the second release, Tony Hawkâs Pro Skater 2 , was an even bigger hit, especially among serious gamers. According to the review-aggregation web site Metacritic.com, THPS2 was the best-reviewed video game of the decade, with an average rating of 98 out of 100. It was the second-best selling game of 2000, and at one point was No. 1 on the bestseller list while the first game was still in the top five. Activision sold more than 6.5 million copies of the second game in the first three years of its release.
From 1999 to 2007, Activision released at least one game a year:
1999 Tony Hawkâs Pro Skater
2000 Tony Hawkâs Pro Skater 2
2001 Tony Hawkâs Pro Skater 3
2002 Tony Hawkâs Pro Skater 4
2003 Tony Hawkâs Underground
2004 Tony Hawkâs Underground 2
2005 Tony Hawkâs American Wasteland
2006 Tony Hawkâs Project 8 (and Tony Hawkâs Downhill Jam for Wii)
2007 Tony Hawkâs Proving Ground
Tony,
You might benefit from naming your video games in a way that would offend fewer American parents. ââAmerican Wastelandââ_my ass. Tony Hawkâs whole fâin life is a waste. Leave America. You are not fâin worthy! You little fân punk.
The games spawned a steady stream of competing action-sports titles vying for a share of this new market, and Iâm still proud to have helped create a gaming genre that helped to solidify skatingâs place as a legitimate sportâin the real world as well as the virtual world. And despite an ever-growing list of competitors, the THPS series remains the best selling action-sports franchise of all time.
Kicking the Reset Button
After eight years, the Neversoft development team was feeling burned out on the Tony Hawk skateboarding game control scheme. I donât blame them. Also, they were shifting focus to the amazingly successful Guitar Hero game.
But I wanted to jumpstart the game, so I brought an idea to Activision that had been rolling around in my head for a few years: make a skateboard-shaped controller that people could stand on to control what they see on screen. The industry was already moving in that direction, with motion-based controllers like Nintendoâs Wii and peripheral-based games like Guitar Hero and Garage Band.
I ran the idea by Dave Stohl, now the companyâs executive vice president of studios. Dave jumped on it. He put a new Activision development team in chargeâRobomodo in Chicagoâand we hit the reset button on the franchise. I knew it would be risky, since nothing like it had been tried before, but I figured it was like learning a new skate trick: if you want to progress, you have to be willing to slam.
DEAR TONY HAWK,
I LOVE TO PLAY YOUR GAMES. BUT MY MOM WONâT LET ME PLAY IT BECAUSE IT HAS SMOKING AND CUSSING.
With the new direction, we had to go back to square one with almost all facets of the game. The first and most important task was designing the controller. We went through many incarnations, and Robomodo now has a hilarious graveyard of prototypes in their office, some of which are downright embarrassing. My favorite was a blank skateboard deck with trackballs on it to slide your foot across. It was almost as hard as real skating and would have definitely thrown people on their asses. We settled on a device that resembles a skate deck (a little shorter and thicker than the real thing) and responds to motion via two accelerometers and four infrared