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It's difficult, I think, for developers these days to make simple games.
They have a lot of external pressure; for example, for marketing purposes it's better for a shooter to have 25 guns instead of two. How do you retain that simple core? Is it because you
are making a new version of a classic that you had that freedom, or were you able to communicate your vision strongly enough to be allowed to execute on it purely?
Tadashi Iguchi: Why we were able to make it a simple game... it
does stem from it being based on something that has already succeeded. Part of
what we were able to do is sit down with Iwatani-san. He was making an analogy
of a house. If you had a house, the house is already built -- you can go
around and rearrange the furniture and the change the wallpaper in the house, but you're not really going to change the fundamentals of the game.
But when we were trying to rebuild a different house based on the
same fundamentals, we got to sit down with Iwatani-san and really think about
the structure of the house, as opposed to the insides of it. We got to sit down
and say, "We need to recreate this entire core system, because it's not
what it should be." We started at the real, base core fundamentals and
built up from there.
I play the original Pac-Man still, and I really like it and
enjoy it and appreciate it as a game. I think one of the major reasons why Pac-Man
is still a very good game and a very compelling experience is the whole "tag" aspect,
between Pac-Man and the ghosts.
Running away, but then also chasing
them, and the whole give-and-take of the experience, and the interaction
between Pac-Man and the ghosts... I thought that for Pac-Man
Championship Edition, what I really needed to focus on was that experience
between Pac-Man and the ghosts, and trying to bring that same fun
experience to Pac-Man Championship Edition.
Some of the sequels and remakes of the past were focused
more on gimmicks and features that they could add to the basic layout of Pac-Man. What we wanted to focus on was the core fundamentals of why Pac-Man is
fun, and once that was created, start building up from there.
Can you talk a little bit about the process you followed? First of
all, you had to decide that you were going to make a new Pac-Man game -- did that come from simply having an inspiration for a new idea for Pac-Man, or did you start from the desire to build a good remake for XBLA and then begin to work out how to achieve it?
NN: It was kind of like a perfect storm environment. I was talking
with Iwatani-san about making an HD, next-gen Pac-Man game, and at the
same time, Microsoft came up to us and said, "We want to do a worldwide Pac-Man
event."
These two forces happened to come together and form this,
"all right, let's do it," kind of situation. We wanted to have
players playing together, because it was a worldwide event, and we wanted to
have the game be short and full of action and excitement.
The whole concept of the game became, "We're going to make HD
Pac-Man, but it also has to be in this really short, compressed, fun
experience, so when we do a worldwide event, people are going to be up on stage
for a while, but still have a really great time in just a short amount of
time."
That was laying the groundwork down. I was talking to Iwatani-san
about what kind of Pac-Man game we should make, and got a bunch of ideas
going. We wanted Iwatani-san to approve what was going to be made.

Namco Bandai's Pac-Man Championship Edition
TI: It was a very interesting, trying time. We had about 20 ideas
for games, and out of those 20 ideas, one was approved by Iwatani-san.
So one of the things that Iwatani-san wanted to do was focus on
the core fundamentals of the gameplay, and what makes Pac-Man successful
and a fun experience. When you put that filter on all of the ideas and
brainstorming we did, only one of the ideas really fit that bill.
What we wanted to do was to make an HD game based on the core
fundamentals of what Pac-Man is and why it succeeds. After looking
at that, we realized that really, the only things we should be changing are the
game tempo and the map design. We needed to really brainstorm on making fresh
new ways of polishing those two aspects of the game, in order to fit all of the
requirements of the core Pac-Man experience.
We did have a small team, and we wanted to make it a simple game
using a small team to get the core fundamentals down. We just did a
trial-and-error kind of thing every day. We could change all of the parameters,
and what we would do is we would sit down every day for a month, play the game,
put all the tweaks on the parameters, and then test it out to see, "Is
this fun? Is this not fun? If it's not fun, reset everything back to zero and
start over again." That was every day for a month, and we finally started
getting things where we wanted to.
NN: Small teams, even within our company -- and I'm sure probably
at other publishers and developers -- having small teams creating games doesn't happen very often. The scope of the
game that everyone seems to be wanting to create gets bigger and bigger,
and the next thing you know, you have these huge teams.
It's very rare that I was able to get a small team of good guys
just working on the core aspects of the game. Because I had a small team, I was
able to go through this trial and error, tweak the core aspects of the game,
and not have to worry about all the other things going on within game development.
We could really focus on the core fun and polish that as much as we could. Because
we had such a small, tight team, we were able to do that. It's kind of sad that
it doesn't really happen in many other projects, even internally here. Teams
are just too large, and you can't go through trial and error. It's just too
costly.
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Also the gameplay mechanic in the new Galaga is the best I've seen in years for a 2D shooter, and it is on my GOTY list for sure.