GAME JOBS
Contents
Gamasutra Versus Capcom: The Tatsunoko Interview
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Gamasutra Versus Capcom: The Tatsunoko Interview
by Christian Nutt [Business/Marketing, Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
November 9, 2009 Article Start Previous Page 3 of 3
 

In the West, it's very common when a company is launching a game is to make sure there's something on every platform. Even in the case where you can't make the same game for the Wii and PS3, for example, a game with the same title will come out. It will be different versions. You will see game ship on like seven platforms. But it seems like, in Japan, there's still a tendency to often make games for one platform. I was wondering if you have some insight on why it's more common in Japan and what the thinking is behind that?

RN: I guess you could say that when you put it on a system, you want to utilize the capabilities of each specific system, so if you put it out on the 360 or the PS3, you want to make it for those systems and utilize them to their full potential.



I don't know, maybe that's just something we do at Capcom. I don't know how other developers are thinking about it.

But if you take the Wii for example, we don't just want to put a game out on the Wii. We want to put out a game on the Wii that actually utilizes all the capabilities of the Wii.

Some games that are made for the Wii, they put them on the Xbox 360, change the texture maps, but it's generally basically the same. They just do some art cleanup. And at the face of it, I don't see any reason why that couldn't work for your game and also why that wouldn't be a good thing, but you may have a different opinion.

RN: Like you said, sure, that would be good for sales, but I like to think about the people who bought a Wii just to play a game like this. I want to take care of them, too.

I think, as I said previously, we've tried to exploit the Wii to its full potential for this game. Of course, that's just my opinion, but, I mean, Capcom might come down on me and say, "Hey, we want to make more money, so put on this," but that's on them.

To actually put this game, which I said utilizes the Wii's potential to its fullest capabilities, on, say, the 360, we'd really have to rework it. It wouldn't be a matter of just changing the texture maps or anything like that.

It involves so much time to actually rework the title that it would be a completely new title. And if we're going to spend that much time doing it, then we might as well just make a new title anyway.

Fair enough. I want to ask you about the way you chose the characters on the Capcom side. I'm sure you thought about the number of characters you'd like, then you sort of maybe chose them. How did you move forward and think about how that would become part of the game?

RN: One of the first themes for this game was we wanted to incorporate characters from different series when we made this game, so it wasn't just a fighting game, and it only had Street Fighter characters in it, for example.

We wanted to put a bunch of different characters in it, maybe supporting characters from past games, main characters from other games, non-fighting games if you will.

So, we get this list of characters, then we had to look at which characters had like similar attacks or similar looks. And if they were too similar and you couldn't really tell the difference between them, then we cut them out. And then we also want to keep a balance of like between male and female characters and also old and new characters.

 
Article Start Previous Page 3 of 3
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

i play winner
profile image
Great interview. Thanks for this. :)

Evan Sparks
profile image
great interview, but i'm confused.. didn't the game come out in japan last december?

Jeferson Soler
profile image
@Evan



Yes, but there's a new version of Tatsunoko vs. Capcom coming out next year in Japan. I'm assuming that this new version will also be the one that's going to be released in the US, but I could be wrong.

Simon Carless
profile image
Evan/Jeferson, actually, this was a typo on our part that has been fixed, notwithstanding the potential new version.

Jeferson Soler
profile image
Thanks, Simon!

Tom Newman
profile image
Really good interview for sure. I'm kind of bittersweet about this game being Wii only, while I would much prefer to play this in HD, I liked the response with not just wanting to shovel it to another system.


none
 
Comment:
 




UBM Tech