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Katsuya
Eguchi is the producer and manager of Software Development Group 2, in
Nintendo EAD, and he began his talk by outlining just a bit of his
almost 21 years at Nintendo. Primarily, he's been working under Takashi
Tezuka and Shigeru Miyamoto, and created Starfox, Wave Racer, Yoshi's Story, among others.
“Those
games were a handful, weren't they?” he offered. “Anyone who finished
those games, you must be very good gamers, and I'm sorry they were so
hard.”
So the basic task with Animal Crossing Wild World, was to take a game designed for the home console, and redesign it for a handheld console. By way of history, the first Animal Crossing
was originally planned to work with the 64DD, which was a peripheral
for the 64 that allowed rewritable discs, and had an internal clock. Animal Crossing came about as a result of trying to best utilize the clock and the greater disc size.
He
then offered a short discussion of the initial design, which centered
around communication. “The concept was a multiplayer game that would
allow players to cooperate to reach common goals.” The current game
isn't structured around goal reaching, but rather doing as you choose,
and being social. “We were a bit leery of creating a goal-oriented
game, even though we wanted communication to be the main tool,” he
admitted, “so we tried to create a familiar game setting at first.”
He
mentioned that Nintendo is primarily represented by Link and Mario. By
contrast, they wanted to create a character that was rather helpless,
and would need to use animals to help. They wanted to marry the clock
functionality to the animals' cycles too, and have nocturnal animals,
like wolves at night. “We thought we might have birds fly around, and
get items for the player.”
They
really wanted players to communicate with each other though, and not
worry about bosses or things like that. “At this point, the 64DD was
dying out, so we decided to bring it to N64.” He said. They had planned
to use the clock extensively, and that large memory capacity – but with
the shift, that extra memory was removed from their toolbox. “We only
really had 64k of flash ram for our save data...so we had to think
about what to take out and what to leave in. How did we really want
people to play with this software?”
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Animal Crossing for the Gamecube
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“As
I touched on before,” he continued, “what we really wanted to provide
was a space for communication. The goal-oriented aspects were designed
to just get characters to play with the game world. We took out the
dungeons and bosses, and the overarching story and ending.” They also
shrank the game world to the smallest possible area to still allow the
elements they wanted to keep in.
“What
a game like this must have is game elements that inspire players to
play every day.” The platform change forced a shift in their
development process, and forced them to pare it down to the bare
essentials. “It was a really interesting process, and it was similar to
the process of bringing the Gamecube version to the DS.”
The
DS version sold much more than its console predecessor, so Eguchi took
this to mean that the redesign went relatively well. He reiterated that
original idea was communication. Players should be able to exchange
furniture, items, and visit each other's towns. “I think that's what
pulls players in,” he added, before breaking down the key elements he
knew they had to keep when making the redesign. First was communication.
What
do we like to talk about, he posed? One thing is unique personal
experiences. We like to tell people about things that have happened to
us. Another common topic is shared experiences. Topics that concern
shared experiences are quite fun.
For
unique experiences, you must have a large degree of freedom. There
needs to be a variety of choices, and a large number of items. Simply
collecting things may be enough for some people, so the freedom to
arrange one's house, and the general lay of the land adds some depth.
How
do you educate players within this freedom? You have to educate them by
illustrating possibilities. Once you figure out what can be done in the
world, the desire to change things increases. To buy things you need
money, so you start to try to find ways to make money - you fish, sell
fruit, and other things. The basic makeup of the world can teach you
about it.
Furniture
is also very important. Your house will get bigger, you'll gain more
rooms, which gives you more places to put things. This is one of the
places you can control most directly, so it's important to make it a
bit dynamic. You can create new themes in each room, and each time the
living space expands, the players' ambitions get bigger and bigger.
In
addition, each town layout is unique. The variety of maps, plus the
player's imagination, plus the unique layout makes each town very much
the player's own.
“When
you're satisfied with your town, you may feel the need to tell other
people what you've done,” he mentioned. “Now if there are people who
want to show what they've done, there are also people who want to see
what others have done. Usually people want to see the innovation of
others, as it's an extension of that person's personality.”
Maybe
they want bragging rights, or maybe they just want a place for people
to hang out – regardless, he laid out a chain of effects when seeing
the towns or homes of others:
Desire->satisfaction->sharing->stimulus->desire
Eguchi
says that the use of the real-time clock has had tremendous impact,
because it allows players to share experiences at the same time – but
also to visit players' homes across the world in different times, and
see what it's like where they are. These are some of the elements
needed for shared experience: Common time, Common place, unique
reaction. That is to say, players can experience something while
playing at home, and have a common experience for when they meet in
person.
“So
at this point, we've covered communication. But players won't always be
communicating,” Eguchi admitted. “The fact is that players play most of
the time by themselves.”
Here's
how the team keeps people playing by themselves. “Earlier, when I
mentioned the idea of collection and moving toward satisfaction,
there's no doubt that customization is key to making players want to
play daily,” he proposes. “There's a secret behind this. Players want a
feeling of satisfaction, but if we give it to them, that's the end of
it, and we're done.”
In reality, Animal Crossing
is an inconvenient world, he says. This is where the real-time world
comes in again. Players want to collect certain items, but they have to
wait for the store to open to get new things (as the items only change
daily), wait for certain times to collect certain bugs and fish, et
cetera.
Also,
the store closes at night. This may be the most frustrating thing, as
you can't sell fish, buy stationary, or anything like that. So of
course, you have to wait. This is a prime example of Animal Crossing's inconvenience.
Here's
another. The changing of the seasons can be inconvenient. What if a
player wants to grow a new fruit tree? They have to get a piece of that
fruit, or wait until it arrives naturally. They have to wait for it to
become a fruit bearing tree. Depending on the area, the tree may wither
and die. Players have to keep coming back to the same place every day
to check on it, and eventually to get the fruit and plant more trees.
None
of these things give players satisfaction. But he realized they had to
provide some sort of daily stimulus. Here are some of the things that
can give players daily satisfaction: digging fossils, checking mail,
and checking for new items in the stores. Also, you can do creative
things, like create new designs, melodies, and you can catch animals
and breed flowers.
“There's
one thing I want to stress,” he added, “which is that none of the
things in the game are compulsory. Players can go at their own pace. I
think the desire to gain satisfaction is motivation to play. That's
what keeps people playing. I think this is supported by the wide
variety of things that can be done, plus the fact that nothing is
forced on the players.”
The
lack of an overarching story is one of the things that allows people to
play at their own pace, he says. And there's no need for it to end,
really. A story would just get in the way of what makes the game fun.
Next
up, Eguchi discussed the Gamecube to DS redesign. “First, we had to
familiarize ourselves with the system's characteristics. These are the
dual screens, touchscreen, mic, stereo, and wireless capabilities.” On
the one hand, he continued, there are limitations. Small ROM size,
small allowances for save data, etc. The decision to bring it to the
console was simple though, because the DS has WiFi.
“We
had to overcome the ROM and RAM issues,” he said. “In the same way we
had to cut from the 64DD to the 64, we had to do something similar for
DS - it was harder this time because we'd already cut out what we
thought was unnecessary. We had to step back and say ‘what's the most
important part of this software?'”
Here's
what they cut. To begin with, they cut the size of the playing area.
They took the smallest area possible to foster exploration, but also to
allow players' own creativity. They also cut down the number of rooms
in the houses, limiting the possible houses players could own to one,
and the rooms in that house to 5. They also cut the number of animals
in the town – in the Gamecube version, there were 250 animals, which
they had to cut to 150. They also cut the number of animals in a given
town at any time from 15 to 8. Eguchi and his team felt as though this
would still be enough variety.
In the end, many things were cut. Some remained very unchanged, and they added some as well.
He
specifically mentioned two: “It's important to take into account
battery life and saving,” he began. “We made it so players could save
at any time, and that there would be a message when battery life was
low. It's important to keep players from having trouble related to
this.”
They also had to decide how much to use the system's non-WiFi strengths. In the case of a game like Metroid Prime, you need strong touch screen controls. Mario Kart on
the other hand is a fast-paced racing game, which requires people to
keep their hands on the systems, so touch wasn't used much. In the case
of Animal Crossing, they focused on using the touch screen to
write letters and manage items, with the intent of making the software
more accessible to players of all ages.
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Animal Crossing: Wild World for the DS
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The wireless communication was the last unique feature. “As I've said over and over, the origin of fun in AC
is communication,” he said. “But in the home console, communication
wasn't instantaneous. With the DS, communication can happen as you're
playing.”
In
the Gamecube version, you were simply exchanging diaries to
communicate. In the DS version, you can have idle chit-chat. “I think
the wireless feature brings the ability to let people gather in a town
and have idle banter.”
On
this topic, Eguchi felt there were two important points. One is that
gathering in someone's town is relaxing and fun because you're with
friends. Some may enjoy inviting others, while others may be shy. If
someone you don't know shows up in your town, you may be nervous and
apprehensive. The towns are unique, so you may not want strangers
coming in and chopping down your trees. One way to avoid this could
have been to limit what users could do, but the team decided that'd be
punishing many people for the actions of few. The Internet is rife with
these sorts of problems anyway.
“So
we asked ourselves what to do about this, and I think the Wifi
connection illustrates our solution to the problem.” DS wireless
service in general is based on 3 ideals. Ease of use, worry-free
operation, and free of charge. In Eguchi's estimation, worry-free
operation best speaks to Animal Crossing on the DS.
They
created a system to allow players to find other people's towns via
friend codes or if they've visited towns via the local wireless
connection. This means it's all down to who chooses to play with whom.
“We've found,” he offered, “that for some people, the thrill of meeting
new people outweighs the fear of new people messing with their towns.
Do you think we were too worried?” He then added that the act of
getting your friends added on your own informs players of their
responsibility in the online world.
And the end result has been rather successful. “I think if you compare the players who use MK with the number of Animal Crossing users,” he said, “you'll see they're almost equal, even though AC uses specific friend codes.”
Thee
main message of communication hasn't changed over the years, and as
Eguchi says – “You could almost say it was this game's destiny to
arrive on this platform.” It forced them to focus even more on what was
really necessary.
He
ended with some cryptic, but intriguing words: “I think it's a fun
challenge to think of how to use this world, planning for new
controllers. Our new challenge is to port the game to the Revolution -
now redesigning from a portable back to a home console.”
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