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I
want to ask about the DS. Obviously, Dragon
Sword came out. First of all, I want to ask, was that game as successful as
you'd hoped? Was it able to attract the audience to play the game? I think that
was probably an open question when the game was released.
YH: As a product from a development,
concept, and content standpoint, the team is very happy and satisfied with what
we were able to achieve and put in the final product.
However, we do feel that
we fell a little short in trying to communicate that, and have more gamers play
what we were able to put in that final product.
And
I don't think it's necessarily a shortcoming of the game. That's why I was
wondering, is it the actual audience for the DS? I was personally interested in
the game very much, but that doesn't necessarily mean many people are. There
are a lot of people on the 360 and PS3 who want to play a hardcore action game;
DS, maybe less. I was wondering if that was able to attract those people, or if
there was a limitation on that.
Tecmo U.S. VP John Inada: In North America, it was
definitely a mismatch of the DS user and the kind of game it was.
Commercially
speaking, it didn't perform as high as we'd expected, but again, we're all
about content, so we're not bent out of shape, because we know we delivered a
good game. So, you know, oh well. (laughter)
When
you have the ability to do an experiment like that, it's worth doing it. You
know what I mean?
YH: I think so too; it just wasn't the
right sort of natural chemistry. It wasn't enough. But we're up for those kinds
of challenges, to provide a new and unique way of playing for a given console.
Ninja Gaiden: Dragon Sword was a perfect
example of that, in providing a hardcore action game experience on a portable
machine. That was our challenge at the time, but we'll continue to look at
similar challenges in the future.
Obviously,
you haven't done any games for the Wii yet, but I wonder what you think of the
Wii. Just give me a quick overview of what Team Ninja's thoughts on the
platform are.
HH: Maybe not Team Ninja specifically, but
with Tecmo as a whole, we've been supporting the platform from the very
beginning.
Internally at the company, we have a lot of knowledge, and I think
we've mastered most of the components to make a very compelling and
entertaining product using the console.
We will continue to work in that path.
We have a lot of Wii console fans within the company, so hopefully there's
something that we can work on.
My
final question is about the development style within Team Ninja. Particularly Japan has a reputation for heavy
up-front paper planning and design documents, but that has really fallen out of
favor with western developers. I was wondering, what's the style that Team
Ninja uses to plan games and develop them over the course of their lifespan?
YH: If it were one or the other, Team Ninja
takes the approach that is probably more favored by the western developers. One
concept that we have with all of our titles is that we provide entertainment.
Our products can be communicated, and the entertaining aspects can be
communicated, without really explaining what the game is all about. In that
sense, it's more that we go straight into prototyping, and creating, and
showcasing. It's more of a trial and error, using the elements itself.
As
you develop more games over the course of the generation, do you find that your
production style is evolving?
HH: It hasn't really changed. It's always
been the same approach. We've always taken the same approach. Obviously, when
we're talking about getting a concept approved and whatnot, yes, there are all
these processes and procedures that will come into play. But the basic style
and approach that we take has always been the same.
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