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Sega's
Yuji Naka
Yuji
Naka is an R&D creative officer for Sega Sammy, heading up the
Sonic Team division. He is the creator of the Sonic the Hedgehog
series, and is currently working on a girlfriend management simulation
launch title for the Nintendo DS, by the U.S. name Feel the Magic
XY/XX.
(Note:
The game was shown in video form only, with players frantically
rubbing their stylus on the DS, which was covered with a thick mosaic,
purposefully reminiscent of the censorship in Japanese pornography.)
GS:
Why did you use the mosaic?
YN:
Because Nintendo said we couldn't bring it to the show! Nintendo
is officially announcing the DS on October 7th, and they don't want
us even to show the hardware, so we blurred it.
GS:
Yeah, kind of looks like you were making a joke.
YN:
Yep. But you know the DS is actually really a fun system.
GS:
Is it difficult to develop DS games?
YN:
Oh, it's easy. It's a very interesting piece of hardware. The touch
pad is really new though, and this game also uses the microphone,
so that was a small challenge.
GS:
How do you use the microphone?
YN:
There's a scene where there are some candles around, and if you
blow on the touch panel, they'll blow out. It's pretty fun! By blowing,
you can also move yachts and things. There's really a lot you can
do; with the touch panel you can point, or rub, or draw things,
so there's a lot of room for entertainment, I think.
GS:
Which is more interesting to you, DS or PSP?
YN:
Well naturally both have their own good points… the DS has
the touch panel of course, and the PSP has a nice, wide screen,
the wireless LAN and high specs, so each has it's place, I think.
GS:
I hear that you have a lot of women in the team?
YN:
About half of the team is female. This game seems like it will be
pretty popular with girls as well. It's kind of, how shall I say,
naughty. Erotic, maybe. So of course girls love it!
--
Sony's
Fumito Ueda
Fumito
Ueda is a product manager at Sony Computer Entertainment, and directed
the critically acclaimed ICO for the same company. He is
currently working on an action game by the Japanese name of Wanda
to Kyozou (also known as Wanda And The Colossus in the
West).
GS:
When did you first start thinking of making games?
FU:
I didn't originally intend to make games per se, but in middle school
I had various interests, including movies and games, and when I
saw something I liked, I thought I'd like to make something like
that of my own. But it wasn't that I wanted to make a game from
the beginning - just something that would make people happy.
GS:
What kind of games did you play in middle school?
FU:
Normal Famicom games. Then I didn't have time to play for a while,
but in college I played games on the Amiga, and maybe some arcade
titles.
GS:
What games specifically do you like?
FU:
Lemmings.
GS:
Do you still play games these days?
FU:
Yes.
GS:
What kind?
FU:
Recently, hmmm…I've played Prince of Persia and Katamari
Damashii.
GS:
What did you think of the ending? It's kind of sad once you've gathered
everything up.
FU:
Oh, I haven't seen the end of it yet! (laughter)
GS:
I wonder what kind of person it was who created ICO.
FU:
The way I'm different from a normal producer, or a normal person,
is that I really like technology, for example graphics technology
and computer technology. So I feel like I can find a good balanced
way to express what I want to do, within the limits of the technology.
No matter what size world I want to create, I can do it, if I think
about the constraints of the console, like the PS2.
GS:
Why did you name the main character Wanda?
FU:
Well Wanda, W-A-N-D-A, is kind of a play on words, because it also
means wander, which you do a lot of in this game.
(Note:
in Japanese, Wanda also has the same pronunciation as both 'wander'
and 'wonder.')
GS:
The Wanda to Kyozou music was done by Kou Ohtani. Why did
you choose him?
FU:
ICO's composer was (female composer) Michiru Ohshima, and
I didn't want to create the same image for this game. Aside from
that, ICO was a game that both male and female players could
enjoy equally. But I think this is a game that male players will
enjoy more. So I chose a male composer.
GS:
Do you like music?
FU:
Of course.
GS:
What kind?
FU:
I mostly listen to movie soundtracks.
GS:
What's your favorite movie then?
FU:
Kind of tough, since I don't rank them in my head. But recently,
I liked Spiderman 2 and Gladiator.
GS:
What was the inspiration for the graphical style?
FU:
The concept is to express giant scale comparative to the player
perspective, but within the scope of realistic experience for the
users. Take a block, for example - in normal games, the size of
a block tends to appear much bigger than it would in reality. But
in this game, it's a believable size to involve you in the world.
GS:
How can you meet these sort of sentimental graphics with an action
game?
FU:
Well perhaps they're a bit lonely looking now, but it's not done
yet. I think that once the game is more complete, and we put in
more greenery and such, it should be a bit livelier. But I don't
think that a graphical sadness is out of place in an action game,
and really that wasn't exactly our intention to begin with.
GS:
Why are you making Wanda an action game?
FU:
Because I like them. No real other reason. Well, I guess also, since
the last game was very quiet and peaceful, I wanted to do something
different, even though it did have some fighting elements.
With
Wanda to Kyozou, I wanted to create a firm-feeling environment,
so the design was very dense. An action game seemed to flow naturally
from what I was doing.
GS:
What is your dream?
FU:
Hmm, I have a lot of them.
GS:
For example?
FU:
Some day I want something that I have created to make a large group
of people feel something. That would be interesting.
---
This
series of interviews featured interview assistance from Tim Rogers,
Jamil Moledina and Yukiko Miyajima Grove, and translation help from
Yukiko Miyajima Grove and Tim Rogers - thanks to all.
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