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From Panzer To Draco: Yukio Futatsugi Speaks
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From Panzer To Draco: Yukio Futatsugi Speaks

December 19, 2011 Article Start Previous Page 2 of 3 Next
 

Will the title be Project Draco on release?

YF: There will be a different title. We have several candidates but no final decision yet, so that's why we revealed it like this.

What is it like to make games for Kinect?

YF: It's interesting, but it's also tough.

Why?

YF: The fun part lies in the ability to control things with your body, the way you can directly affect what's going on with your body instead of going through something else. But making games for it presents a lot of challenges. It's hard to really make a game that can only be done with Kinect -- something that can be said for any title, not just ours.

Toshiharu Tange: You come up with ideas for motions in your mind, but when you actually try them out, they don't work well.

YF: You can tell a player to move their hand in a certain way to fire, but different players will interpret that in different ways. Previously you could just say "Press the A button" and everyone got that, but trying to catch all the possible ranges of motion can be tough to implement.

Do you interpret the different motions that players do, or do you tell them exactly what to do?

YF: The game is able to pick up on either small or large movements, and so it can adapt to player styles like that.

How do you playtest this?

YF: That happens over at Microsoft, and that's an ongoing process.

It must be difficult.

YF: It is. Playtesting is difficult, as is finding space for development. Japanese studios don't really have a lot of open space, and you need about twice as much space as usual for a project like this.

Panzer Dragoon Saga changed the shooter series into an RPG. How did you deconstruct the game system? The game really felt like it was in the same world, but the system was totally different.

YF: We did spent a lot of time reworking the system into a shooter-RPG format. That in itself took a good year, figuring how what kind of battle system to have with a small core group. The results turned out pretty well, but... a lot of it I've forgotten, but locking on, whether in battle or just talking to people, became one of the basic actions of the game. We had that as our base action, and thought about how the rest of the game world would work from that. That's why I think the game felt the same, as it did.

Were there ideas you couldn't use?

YF: There were a lot that we couldn't use.

Do you remember any?

YF: Well, it was 10 years ago, so a lot of it I've either forgotten or wound up using in other games.


Article Start Previous Page 2 of 3 Next

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