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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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