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Content Kings: Square Enix's Shiraishi And Tsuchida On WiiWare And Risk
 
 
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  Content Kings: Square Enix's Shiraishi And Tsuchida On WiiWare And Risk
by Brandon Sheffield, jeremy parish [Design, Art, Interview, Console/PC, North America, Asia & India]
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May 12, 2008 Article Start Previous Page 3 of 6 Next
 

JP: Something I thought was a really interesting content that Tsuchida made in the speech yesterday was that you can't use CG as a weapon in this game. Do you think that Square Enix tailors design to use CG as a weapon in many of its other games?

TT: Yeah, that's definitely one of our strengths. You can look at the staff roll, and you can see that we put a lot of effort and energy into those graphics.



JP: So taking that away from the game, how did that affect the team's approach? Aside from the obvious, in that you don't have a battle system that's visible.

FS: If anything, I think it's going to go back to the good old days -- the Nintendo and Super Nintendo days. It's not something that's new to us, per se, but it's more like going back to the basics.

BS: Was there any particular reason behind picking the Wii platform as the first vehicle to do console digital distribution stuff, as opposed to the Xbox 360 or the PS3?

TT: I don't think there's that much thought into it. Like I said, the session I saw somewhere that [Nintendo president Satoru] Iwata-san was talking about all the little content that's going to go in there. That was just an idea. You can tell from this game design that if it succeeds, it will probably succeed better with the Wii, as opposed to other platforms.

BS: Was it designed to be more casual for that particular market?

TT: It's not a casual game. My thoughts are that you have to have rules in place and win and loss situations for a good, solid game, and we don't want to sacrifice that just to go for the casual market.

FS: The director and I talked a lot, but neither of us are casual gamers. We're pretty hardcore, usually. It's hard for hardcore developers to make a casual game. We didn't think we'd be very good at it. But one thing that we did try to do was to make the UI simple, and try to make the tutorial helpful enough that casual users who might be interested could learn the system and get into the game.

JP: Does the game make any use of some of the Wii-specific features like motion controls, the wireless connection, multiplayer, etcetera?

FS: Yes and no. Not to the full extent. We do a little bit of motion sensing. One of the things that our director was really keen on was to be able to play this game online. But he's off of that. We designed the game so that you can play with just one hand. That's kind of how we use the Wii functionality, but it doesn't use it to the fullest extent that some of the Nintendo games do.

BS: Since this is a more accessible game, does it still feature an MMO-style level grind?

FS: I guess you could make a good game that grinds if you really wanted to, but in this current game... there's a fine balance between too little and too much, but in this case, we tried to keep it pretty simple so you could play it through and not have to grind too long. At the same time, we tried to add more things so that you could play it a second and third time so that if you really like this game, it should add variety so that you could keep on playing it.

 
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