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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 3 of 5 Next
 

Did you ever go to publishers with only a concept on paper to show them?

MM: You can do that, but you know, a project document is a pretty thin piece of work. It's, like, a couple pages. (laughs)



That's what I like about them.

MM: If that's all you have, then your publisher better have a lot of trust in you to accept it! Our basic game ideas are pretty simple, though, and usually the planning documents and art that we have is good enough to present from.

I don't really write them myself, but lately it's been seeming like a ton of documentation and design material has to go into planning documents [of other companies]. They're like over a hundred pages or so.

Writing lots of Excel spreadsheets and so on.

MM: Exactly. You have to be sure that your concept is focused and plan to everyone; once you have that, you start building the game and finding ways to make it more fun as you go.

Was the concept for Ikaruga decided on from the start? It didn't change any afterward?

MM: Once we had the prototype for the idea running on the PC, it didn't change much at all after that.

With LittleBigPlanet, when those guys want to show each other a new idea, they'll do it within the engine and show a video of it, but it's actually useful because they have the tools built in.

MM: I've often found that I have this wonderful idea in my mind for a level or a concept for a game, but then when I actually try making it, it all falls apart in reality.

In that way, having the basic construction process be as simple as possible is a good thing for us -- and, with LittleBigPlanet, for the users working with it.

Some of the [user-created] stages people have been made are incredibly complex -- maybe too much so, even -- but people are doing great stuff if they put a ton of work into them, working together on the net. But my friend and I have probably spent over 200 hours playing Bangai-O Spirits, and the stage editor on that game is just excellent.

MM: Well, thank you very much! I've played around with a lot of editable games in the past, but a lot of them have a pretty major learning curve.

It takes you a good two or three hours to even begin learning how to build anything. That's why being able to get started immediately was one of the main concepts of the editor.

You can see all the possibilities available within 10 seconds.

MM: It's easy to get in, but the more you mess with it, the more tangled it can get. (laughs)

What inspired you to make another Bangai-O?

MM: Well, we wanted to. (laughs) The director said "Okay, I want to do this, period!"

Did you want to have the stage editor in from the start?

MM: It was there from a pretty early point. Since our platform's the DS, we wanted to have something that used the touch pen, and an editor was the obvious choice there.

Did you use the editor to make the stages in the game?

MM: We sure did, mostly. The first version of the editor was a little rough for that stuff (laughs), but mostly, the stages were done with the built-in editor.

You've got to have some kind of editor when you're developing a game, right? Usually, if we just took our editing tools and gave them directly to the users, the learning curve would be so high that they'd have no idea where to begin with the thing.

If the developers know how to use it, then it doesn't matter how complex it is -- that's usually the thought process. But it was surprising how easy it was to make our editor for this game user-friendly, and it led to a lot of side benefits, obviously.

 
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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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