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It may be a difficult question, but I heard that Vanillaware had to finish Muramasa before you felt that it was ready to go. Is there any possibility of upsizing the graphics, as you said, and releasing Muramasa 1.5 on XBLA or something like that?
GK: Well, you could say that we're officially finished with Muramasa at this point. We did have to cut out four bosses and a fair bit of the story, but if you asked me whether I want to make Muramasa all over again with that stuff included or not, I'd say that if I had that sort of time to work with, I'd prefer to devote it to some new idea instead. There are so many things I want to make, still.
What do you think about the downloadable platforms, like XBLA or PSN or DSiWare?
GK: I'd love to tackle them. I'd love to, but finances wind up being an issue still, at this point. We're a small company, and from an income standpoint, we can't really devote our full staff to a downloadable project yet. We'd run through our money in a flash.
Well, that's why something like Muramasa 1.5 would be a good idea, no?
GK: Ahhh, now I see what you mean! (laughs) Still, I don't think I can see myself doing that. If Muramasa sells a million copies and I get all the royalties from it, then maybe I can think about it. (laughs)
It's kind of funny that you'd say that about downloadable, because most smaller teams think that it'd be easier to release something on a download platform and get a quick return on it. Why do you feel it's not as possible to make money there?
GK: Well, ahead of any of that, the only real dream that my staff and I have is to keep making games for as long as we can. Me, personally, as long as I can keep myself fed, I don't mind devoting the rest of my time to game development. If we have enough capital to explore it, I would absolutely like to try the downloadable marketplace sometime in the future. Even if I made a ton of money off games, I'd just put it back into development in the end, after all.
I was just responding to the idea that you mentioned, unless I misunderstood, that it's not as easy to make money for a small team on the download platform -- because many small teams I've talked to actually think it's much easier to get a return on investment. I was wondering you may feel that way. Not that I'm suggesting you're greedy or anything!
GK: Well, we'd certainly like to become a big-name publisher sometime, but when it comes to game development, no matter what platform or service you're aiming for, you need some kind of monetary base for it. In our case, that comes from our clients, the publishers -- and if you want to catch the attention of the publishers and put them on your side, then you need to think big. That's largely it.
We funded the development of Muramasa completely off the royalties we received for Odin Sphere, which means that we technically earned zero profit off Odin Sphere. (laughs)
As you say, you want to eventually publish your own games, but that's what downloadable platforms offer to you. For example, [with your DS game] Kumatanchi, I imagine that wasn't all 21 Vanillaware staff making that game. If you could find some people to work on downloadable stuff, you could become your own publisher, you could get a more consistent revenue stream going. Just a suggestion. (laughs)
GK: Well, It's not that I'm against downloadable, keep in mind. In the ideal case, I'd like to grow Vanillaware up to the point where I was not the main guy responsible for every game we were working on; once that happens, I could devote myself fully to the ideas I find the most personally interesting, and that's where the download market might make more sense.
It does seem quite possible, especially with 2D. Have you played Castle Crashers?
GK: I have, yes.
It broke the million mark [on leaderboards]. It's possible, anyway.
GK: Yeah. Oh, it's very impressive, definitely.
Will Vanillaware be doing any more DS projects?
GK: Not for the time being, no.
Can you say anything about what you're working on next? Will it be hi-res?
GK: Well, we're experimenting with hi-res. I can't say that the next project is going to be hi-res, but we are experimenting. We don't have a lot of money, so we don't have a lot of leeway with our company's time.
Well, I hope that someone will give you enough money to do that sort of thing.
GK: Oh, yes!
We've been talking for about half an hour -- how much more time do you have?
GK: Could I--could I talk a little about Vanillaware's dream?
Yes, please!
GK: Well, I worked on Fantasy Earth for Square Enix a few years ago, and a lot of us on the team want to try our hand at another online MMO project -- 2D, 3D, whatever. We've got Fantasy Earth II running through our minds, all of us.
Before that, though, we'd like to make a few 2D online games first. To make that happen, we need money, but money has a habit of getting spent pretty quickly around the company. (laughs)
Well, maybe you can propose to Square Enix, because they are continuing to do more online stuff.
GK: Ahhhhh, I dunno. (laughs) We didn't exactly part on amicable terms. (in English) No, Square Enix good company!
Mmm, that's too bad.
GK: It was really a matter of them taking it [Fantasy Earth] from us. Moving on, though! (laughs)
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Me? I want more games like Muramasa on my Wii, thank you. And hence why journalism on Gamasutra is getting ridiculous from what I expect from you guys. Journalism is not feeding your opinion through their throats, any of us can do that... it's asking questions everyone wants asked... Not just PS3/X360 owners/fans, but also Wii owners, which you totally ignored.
Second rate gaming journalism, I say.
I don't care about platforms. I care about getting the most information out of a subject possible, especially the information they haven't thought to reveal yet. To me, that's journalism. Focusing on one game, or one platform, or catering to people who want more games on one platform or another would be pandering to an audience. If you want that sort of interview, this is probably not the place for it.
The whole interview comes across to me as someone trying to forking/forcing some kind of Muramasa conversion or confirmation for it after the Wii build releases. But you have to understand that, "if" you achieved that, multiplatform owners would now have a excuse not to buy the Wii version for the game. That's what's at stake now.
One user on another board said this:
"Seems the interviewer was trying his hardest to get a 360/PS3 port confirmation, most likely so people can avoid the English Wii game. So much bias in this industry."
And I actually agree with it and can't convey it much better. I can believe it wasn't intentional, but it is still how it comes across. As a Wii owner I must say I actually can say that we must be becoming weary of the whole gaming journalism entity as a whole (which is something Gaming Journalists have to be weary of). When there's a good coming we hear the "why on wii? do you know it's a casual platform for grannies, don't you?" which is a question with the opinion of the interviewer already implied... and that opinion is that they clearly don't want good games, or that good game in specific to be on it.
You didn't do that, but just the fact I'm used to stuff like that now, means my patience for the whole way the interviews are done is decreased; not just me though, otherwise I wouldn't be quoting what other users said in the matter. And I apologize for that "weariness" but it's still there and I still have the opinion that the interview was conducted too much towards the HD. I mean not once it goes over the Wii as a platform, if they're gonna develop further games for it or not, and yet... their most recent game is for it; it just feels too cold towards it.
You say you don't "pander" audiences, but I can't help but feel PS3/Xbox were the ones pandered in this interview, because I don't think it was "impartial" in the way it was driven. Sorry, that's my opinion; which from the beggining wasn't that questions towards HD consoles shouldn't have been done... but that the interview was overly geared towards it.
Again, I appreciate the answer, and hope I have clarified my opinion towards the matter.
I'd argue that the interviewer is a fan of 2D gaming, rather than HD consoles, and would like to see it progress rather than stagnate. The fact is the Wii as a hardware platform does little to progress 2D gaming. The Wii's main strength is it's revolutionary control scheme, something that can positively impact 2D games but I'd argue most 2D fans are quite fine with traditional controller based control schemes. So if there was any pandering to, it was done to hardcore 2D gaming fans rather than fans of any particular console.
Already I'm seeing an XNA game made by only one person that is looking nearly as good as Vanillaware's efforts on the Wii. Much of this has to do with the hardware abilities. So it would be very exciting to see a large developer (in comparison to a one-person dev team) competent in 2D titles take a crack at next gen hardware.
Castle Crashers, Braid and Aquaria are all indie games made by less people sold independently and probably made just as much money overall if not more. Until Japanese developers adapt to the way games are made and sold now and in the future they will always be behind the US.
The gamer inside me is calling you out as a Nintendo fanboi, Pedro.
I'm not sure where the "Wii attacks" came from. I certainly didn't take it that way. I'm not sure anyone else who has commented has seen it, either.
Personally, I'm kinda glad it was asked about HD assets, I've been curious as to what is on the horizon for sprite work. I mean, I absolutely adored sprites from back in the 16bit era, but as someone who wants to see the old school style games make a return true to form, I'm curious how much further they can go with how far technology has advanced since 1995. I really, truly support Vanillaware's quest to fight the good fight. Making 2D games has been a crusade I really want to fight for.
And whether or not Muramasa is coming out on the PSN is a question I valued as well. I now know I can stop holding my breath. A shame, though, because I will never own a Wii but I actually have interest in owning this (Wii) game. Oh well, c`est la vie. Can't always have your cake and eat it too. Platform exclusives have always been a pillar of the console wars, so that's just the way it is sometimes.
This interview definitely did not coming off as attacking the Wii, though. Not sure why you thought it did...
Regarding the game, they only ask repeatedly what's the chances of it getting ported and whether their next games will be in the so called HD platforms (I say so called becayse I still remember 640x480 being high resolution), and after the developer says "well, perhaps" you get the feeling the interviewer is saying "THANK GOD" which, I repeat, is not impartial.
Like said above, that's my opinion, but I really don't think they've gone the right way about it, seemed like the interviewer was trying to force a port into existing HD platforms instead of focusing on the game, asking it as a off-question in one thing, another completly different is that this was a interview focused on that. I mean, Odin Sphere was already done with HD resolution down to the assets, he could have asked "Is there any chance down the road you'll get Odin Sphere and Muramasa re-compiled in HD resolution" or something, no, the interviewer went straight for XBLA as a platform and regarding a Wii game that is not even out in english already. And when such confirmation, if it ever happens... would effectively kill the product sales for those who have multiplatform.
In short, he was doing a diservice for the game itself, as well for the platform it is on.
Sometimes "silence" is worse than dissing something, I think.
It might just be that I can't relate very well to the attraction to HD graphics- I've always thought that visual beauty in games is 70% animation, 20% atmosphere and 10% everything else. Obviously such numbers are inherently silly, but I think they express my point of view. Think of knytt to see the importance of atmosphere despite everything else. Think of Shadow of the Colossus to see the primacy of animation- did anyone really care about how many Colossus hairs they could see as they watched the hero lose balance and roll around so naturally? For related reasons, Madden games can only be pretty in screenshots, I think.
Amir- the idea that any hardware does not "progress" 2D gaming is confusing to me, because I think that the quantitative improvement of graphics that stronger hardware enables is kind of a puny part of progress in game design at large. The qualitative improvement of graphics, like what Vanillaware did in Odin Sphere, strike me as more important but still a small fraction of game design as a whole. If your argument is about ease of distribution and the opening of the indie market as opposed to processing power, then I think it makes a little more sense.
I'm also confused about why anyone would not want a Wii- to not want to pay for it is one thing, but to not want it period is a pretty clear sign of bias, I think.
I really appreciate being able to read the interview, though- as Brandon mentioned, there is definitely some great information that he got from Kamitani. "Second-rate journalism" is way too strong, especially in light of what is considered acceptable by the game journalism industry at large.
As for anti-Wii bias on the part of the interviewer, to me it reads more like the interviewer wants 2D artwork in the HD era, and finds the Wii's max 480p resolution to be too little for that cause. You can read the result as either legitimate questions of "What about 'real' hi-res?" or as anti-Wii "What about 'real' hi-res?"