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  Games The Way They Want: Catching Up With Treasure
by Brandon Sheffield, Tim Rogers [Business/Marketing, Design, Interview]
12 comments Share on Twitter Share on Facebook RSS
 
 
January 5, 2009 Article Start Previous Page 2 of 5 Next
 

What is the fascination with light and dark?

MM: I wouldn't call it a "fascination," exactly, but what it does do is make the game's storytelling a great deal easier to understand. There's that aspect to it, but I wouldn't say it's something we expressly think about.



For example, the core gameplay of Ikaruga revolves around switching between white and black and absorbing shots of the same color as yourself; that was really more of a gameplay design invention than a color-based one. Working with two of a particular type of thing is more interesting, and more profound, than having just one.

What do you feel is too complicated? In Bangai-O Spirits, there are so many weapons available that it can get pretty overwhelming.

MM: I wouldn't see it as being complex; I see it as having a wide range of options to choose from. The previous Bangai-O offered a fairly limited range of weapons -- there was homing and so forth, but not very much of any given type.

One of our aims with Spirits was to add a wider variety of close-range weapons, like bats and swords, to help enhance the game's basic action. We went through a series of "having this weapon in the game would be pretty neat" phases, and the weapon count wound up zooming higher and higher as a result -- but having that wide range doesn't inherently mean that the game's more complex.

Have you played Portal before?

MM: I know about it.

In that game, you have red and blue portals, which you can place anywhere you want with the left or right triggers. If you enter the red portal, you come out of the blue one, and vice versa. It's a very simple game design, but the puzzles created with it get very complex. You can make your own custom stages, too.

MM: Sounds pretty fun.

Looking at that design, I wonder if the makers were fans of Treasure games. It's the same sort of idea -- a simple concept lending itself to complex gameplay. If Treasure made an FPS, what sort would you like to make?

MM: I could see that happen; I mean, there are a lot of people in the company who like FPSes. There are a lot of extremely well-made FPSes out there, though.

We'd have to make something really original, because simply making a well-made FPS isn't going to be enough to separate ours from all the other ones already released.

Design is at the center point of a lot of Treasure's games. How long of a turnaround is there between coming up with an idea and creating the prototype for it?

MM: I don't know how often we do that sort of "prototyping." The first time we did a prototype in the way you're stating it was with Ikaruga, because we really had no idea at all how fun the idea was until we actually had a chance to play it for real.

Otherwise, we don't make those too often. More often, you start with the idea, and then you build the game around that, putting elements in and taking them out in a trial-and-error process.

Treasure's Ikaruga

You can't really understand Ikaruga on paper.

MM: You can't.

It's that sort of game, isn't it? You can easily explain what the game's like to someone now, but if the game didn't exist beforehand, it'd be a lot more difficult.

MM: Yeah. In the case of Ikaruga, there wasn't any way that simply telling people about it in presentations would be good enough -- we had to have something running to show people.

That's the main reason we had a prototype early on in the project. You needed something to show.

 
Article Start Previous Page 2 of 5 Next
 
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Comments

Joseph Amper
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RS would be killer on XBLA. I remember a friend trying to snipe an ebay auction for a RS guidebook - it went from 40 dollars to 200 in about 3 seconds.

Simon Parkin
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Awesome interview.

Roberto Alfonso
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Bangai-O for DS was incredible, it was in my personal list of best games of 2008. Curiously, I find it the best Robotech-like game ever made. Being able to attack with so many missiles at the same time (or being hunted by them!) makes the game fun to incredible levels. Even the slowing down matches the game spirit!



Excellent interview!

Tom Newman
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Great interview!

If the people at treasure are reading this - MORE XBLA AND PSN titles! These are not that much more difficult to program than DS games, and there are many hardcore adult gamers that would download any title based on Treasure's reputation alone, and many of these (including myself) don't really play DS. I do have a DS, but I'd rather sit on my couch in front of my TV.

Mac Senour
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I was the producer at SEGA that picked up GunStar Heroes when all of the other producers had turned it down. I played it for 5 minutes and knew it would be Game of the Year. It was bold, it was different and unlike all of the other SEGA titles released at that time it had small characters and a ton of action.



I am proud of my association with this title. Treasure is a great developer with a wonderful eye for game design.



As a testament as to how great GunStar Heroes is, look for it on eBay. Its selling usually above $25, 17 years after its release date. Around 1995-97 it was selling for double the original price.

Roberto Alfonso
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Thanks Mac for gifting us the opportunity of playing GunStar Heroes :-)

Maurício Gomes
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I would LOVE to see Radiant Silvergun re-released somewhere! Altough I wanted a PC version of it :(



We rock with those Brazillian games for sega consoles! We have DUKE NUKEM 3D for Mega Drive o/

Ed Alexander
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LOVED GunStar Heroes! Still gush about how awesome that game is any time it's brought up with friends.

Julian Spillane
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Treasure has been responsible for some of my most beloved games: GunStar Heroes, Dynamite Headdy, Ikaruga, Mischief Makers... it's great to see them continuing to succeed at what they're best at.



I would definitely love to see more Treasure presence on XBLA and PSN as well.

Samuel Chan
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GunStar Heroes definitely ranks up there as one of the greats from that era ;) Really takes me back. Awesome interview!

Dedan Anderson
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Interesting quote: "Design is at the center point of a lot of Treasure's games."... funny i thought that should be the center point of all games... but i guess i'm just old school...

Yannick Boucher
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Mac, I salute you !!


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