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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 4 of 5 Next
 

 

What was the inspiration for going back to Sin & Punishment?



MM: Sorry, I can't answer anything about Sin & Punishment 2 right now. (laughs) For now, keep on playing the Virtual Console version of Sin & Punishment 1!

What do you consider to be a "next-gen" game? Is something like even important to a company like Treasure?

MM: Well, that's what Sin & Punishment 2 is for... (laughs) I haven't really worked on a console since we made Ikaruga, but the Wii is what I'm working on now.

We're a small company, so it's kind of tough for us to build the resources to work on the PS3 or whatnot, but while the Wii isn't exactly a "next-generation" machine, it's something that we're doing our best to challenge ourselves on.

Since your company is small and you have to sustain yourself on a game-by-game basis, is it more important now than before to choose your choice of platform carefully?

MM: It's really a case-by-case thing. I wouldn't say, though, that I have a real preference for one console or another, when it comes down to it.

Really, the best platform out there is the one where I can get a game completed and published on; I worry about the game long before I worry about the platform.

Treasure's Sin & Punishment 2

How do you decide when it's time to cut a game, that it's not going to plan? It doesn't happen that often, that a game is publicly announced in Japan, but doesn't come out. It's happened a few times with Treasure.

MM: Well, when something really just isn't working out, then it's usually pretty obvious among the staff. Once that happens, chances are pretty low that you can just put your head down and keep plugging away at the game, release it to public, and expect it to somehow work itself out.

Does Treasure ever do internally funded development, or is it all publisher-based?

MM: Well, there was Ikaruga, we did publish that ourselves. That was self-funded.

In terms of games based on licenses, like Bleach, is it important to you that the game retains your own mark, or is more important to stay true to the license or what the publisher wants?

MM: If I had to choose between one of the two, then naturally it's more important that you pay attention to the original work and stay faithful to it, for the sake of the people who're buying the game for that name. But you can't hold yourself back completely, either.

That's one of the challenges of a licensed game: how much you're able to express yourself while doing everything else you need to do. You don't want to go completely off track from the original work, because you run the risk of messing everything up and annoying fans. You don't want reviews saying "The game is fun, but it's nothing like the anime!"

I don't hate the original Bleach, but I don't really have any interest in pursuing it; I've never read it. But the game is a lot of fun.

MM: Taking the individual things that make up the work's characters and putting them together in a way that works well game-wise is the key thing.

That makes it easier for developers to steer the game in the direction they want, and it makes it easier for the players, too, of course.

Does Treasure have any interest in making an arcade fighting game?

MM: Don't you think we're pretty much past that era?

Street Fighter IV could revitalize the market for it.

MM: Well, I don't know; when you're talking about making a full-on arcade fighting game, you're talking a lot of development resources required for a game that not everyone has the ability to get into in the first place.

Could you make one that uses two buttons? Like, punch and kick? Like a Neo-Geo Pocket Color game?

MM: I think we could figure out a good game system along those lines, definitely. It's the rest of the project that would be a pain to implement.

 
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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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