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That seems to be becoming a popular method for Western developers beginning a project -- starting with a small group and heavy prototyping, even if the prototype isn't being built on the final engine, as a way to figure out early on what works and how to move forward. Is it still common in Japan to incorporate the large planning phase with a lot of on-paper work?
TI: I myself came from an arcade background, so all of my training
and work was in the arcades, along with Nakajima-san as well. Since we were
making games in the '80s and '90s for arcades, we did have to do a lot of the
paperwork in getting games designed and done.
But we were also very close to
people who were actually sitting down and making the games on hardware and
going through the whole trial and error process themselves. So we feel like
we're probably more like western developers now, in that we do have to have
some design documents.
But we also do have to have people sitting down and
looking at the design documents and creating something and testing it out, and
then going back and going through lots of reiteration and polishing it.
I do think that some of the problem I see in Japan is people
making things on paper, and then far, far away, there's programmers who are
actually programming what people are writing down on paper. When you have that
kind of gap, the back-and-forth between the people writing the program and
writing the paper gets so big that you don't get a really polished game.
For this game, I myself was the guy writing the paper and the guy doing the game. I
was the one person playing catch with myself, in my head. I didn't have to wait
for anyone to get anything done. I had all of the tools, I had the vision to
make the game, and I would just sit down with the tools and make what I had
imagined in my head. So it was very easy for me to do it on this project. I
think because of that, I was able to polish the gameplay to what I envisioned
it to be and what people wanted out of Pac-Man.
I had a game programmer as well, who was making the tools for me
to use, who was also historically from the arcade gaming section. It was this
back and forth I could have with my tools programmer, so I could get the tools
I needed. The tools programmer knew exactly what kind of tools to make to
please whoever was going to be using the tools.
It was that real close
connection that I had with my team, and because it was a real small team, that
we were able to get this done and really focus on polishing the gameplay and
the core mechanics.
NN: Part of the whole concept that
Microsoft approached us with is that that, "The game is going to be on
Live Arcade. We want an arcade game that's going to be online and live for
everyone to play." That was also the fundamentals behind the gameplay. I
wanted to do a classic title, and I also wanted to create something new, and
that was really the culmination of everything that got Pac-Man Championship
Edition going.
In the West, it's also used for very large projects; once that small core team decides on an approach, the team size increases to, say, 100 people. Now that you've worked in this way, and I assume adopted a similar style for Galaga, would you like to see that approach broaden within Namco Bandai, even for larger-scale projects?
NN: Like Tekken and Soulcalibur, some of our really
successful games do follow the same mentality of having the core gameplay
really polished, adding on more to make it a richer core experience, and then
having people make content for this core experience.
It is a challenge, and
it's a challenge I believe we will be taking on in future production titles and
even new titles, just trying to get a prototype done and solid, and then
building up on that.
I feel that games are an interactive experience. They're not a
movie where you're sitting down and watching. You're actually touching the
controller and feeling the movement on-screen. It's this real interactive
experience that needs to be polished in order for it to be compelling.
Especially for a lot of the new hardware with all the analog controls -- the
Wii is probably the best example. In order for it to really be a compelling
game, it has to feel compelling, and the analog controls need to be created at
the core level to be fun and feel fun.
These kind of prototypes that need to be reviewed, are definitely
polished and will be brought before people, before they start development on
these games. We Cheer is one of the titles that my group did, and we
spent six months just working on the core gameplay elements before we went into
creating the rest of it.
We wanted to make sure that the actual game was fun to
play and felt good, and after that, we would put in the characters and the
background and all the art and assets to build it up to a game. But we did
focus directly on the core gameplay.
TI: Probably one of the reasons Japan was so strong in
the past with our game creations and the content that we would create was
because we were primarily arcade game creators.
We would make a prototype, and
before the prototype was actually finalized as a product, they would take the
prototype to an arcade, put it out there, and playtest it. We'd have people
walk in and play it and see if they liked it, and if they wanted to keep
playing it or if not. If not, then that product would never see market.
Because we went through such prototyping and playtesting on our
arcade games, this meant the gameplay was more polished than
some of the games that came out of the west, possibly, or even some of the
other console-specific games that came out during that time.
NN: I feel that one of the weaknesses of Japanese developers now
is the fact that they get all this artwork and spec set out and laid in stone,
and then they make the game, and they want to bring it worldwide, and they
can't do it.
Part of what they need to do to succeed worldwide is to focus more
at the earlier stages of creating a game, in getting the characters solid for
worldwide appeal, and getting the features arranged. This is like we did on Pac-Man
Championship Edition, really playtested and polished at an early stage,
and then going on in to development, as opposed to the other way around.
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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.