My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 20, 2013
 
Making 2D Games With Unity [1]
 
All You Need is Love [3]
 
Students: Tips for Learning Game Development Over the Summer [2]
 
All Your Nintendo Let's Plays Are Belong To Nintendo? [86]
 
Even Further Down the Curation Rabbithole [12]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 20, 2013
 
Sony Computer Entertainment America LLC
Sr. Network Systems Engineer
 
Treyarch / Activision
Technical Animator
 
Amazon Game Studios
Sr. Game Designer
 
Amazon Game Studios
Quality Assurance Manager
 
Amazon Game Studios
Lead 3D Environment Artist
 
Amazon Game Studios
Game Graphics Engineer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 20, 2013
 
Zeeek and The Secret of
Space Octopuses heading
to...
 
Battle bad 'bots in Bad
Bots, available now on...
 
Temple Run 2 Adds New
Terrain and Obstacles
in...
 
Little Amazon runs
through Android
 
Command Ops gets a
Massive Update!
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
Square Enix Talks WiiWare Advantages, Size,  ActRaiser  Possibilities
Square Enix Talks WiiWare Advantages, Size, ActRaiser Possibilities
 

May 12, 2008   |   By Staff

Comments 1 comments

More: Console/PC





Talking as part of an in-depth Gamasutra interview, Final Fantasy Crystal Chronicles: My Life as a King co-creators Fumiaki Shiraishi and Toshihiro Tsuchida have been discussing the flagship WiiWare launch title, touching on download limits, small game innovation, and the possibilities of seeing an Actraiser update.

Firstly, when asked about how the city-building title, which launches today in North America on WiiWare for 1500 points ($15), came about - specifically the advantage of using WiiWare, Tsuchida commented:

"One would be games with a single focus, I think. We can make more of those... You can tell from this game design that if it succeeds, it will probably succeed better with the Wii, as opposed to other platforms."

In addition, when asked about fitting the game into the rumored 40mb-per-game space constrictions of the Wii, which lacks a hard drive, Shiraishi explained:

"It actually wasn't that difficult. I think we designed the game to fit in the memory space. It wasn't so much that we had a game and had to squeeze it down. If anything, I think the size restriction helped us. I don't think we would've had this game design idea if we didn't have the memory restriction to begin with.

Once we had the restriction, we had... all our artists are veterans, so if you tell them the size, they'll hit it right on. And once we started making it, in the beginning, a lot of people didn't think we could fit this game in the given size, but we were actually quite a bit under. It uses a little bit of compression, and a little bit of techniques. You can fit a lot of game in a small size."


Finally, the subject of Virtual Console and classic Quintet/Enix action/sim hybrid ActRaiser came up, since Square Enix owns the rights to the title, and Shiriashi commented: "I'd like to make an ActRaiser sequel. That would be kind of fun."

The full Gamasutra interview with the Square Enix duo is now available, including lots more discussion of the format, the advantages of producing smaller games, and the possibilities of the firm making more 2D titles for downloadable formats.
 
 
Top Stories

image
The laws behind Nintendo's Let's Play crackdown
image
New layoffs reach Trion
image
How developers mess up immersion (you might be doing it wrong)
image
Steam Trading Cards: The next-gen of achievements?


   
 
Comments

Scott Allan
profile image
Woo Actraiser!


none
 
Comment:
 




 
UBM Tech