Contents
Building An Empire: Koei's Generals Talk Strategy
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Building An Empire: Koei's Generals Talk Strategy
by Brandon Sheffield
0 comments
Share RSS
 
 
October 8, 2007 Article Start Previous Page 3 of 5 Next
 

Why do you think, speaking within Koei perhaps, that information cannot be shared even within its own teams? What is the logic behind that?

TT: I think this has to do with history in our industry. With PS2 and Xbox, what developers in Japan were trying to do was bring up the performance of each platform to their maximum potential. They were not so interested in using or creating an engine that could be generally applied.

Advertisement

But in the U.S. that was already happening from the time of PS2. And now the industry is moving in a direction where it's not so much about bringing out the maximum potential for each platform, but to have more of a common multiplatform way of creating titles, and using an engine isn't necessarily the best way to bring out the most of each platform, but it is useful in other ways, and I believe Japan is falling slightly behind with that transition as we shift to the next generation.

 

Fatal Intertia screenshot

Koei Canada's Fatal Inertia

Why do you think that technology cannot be shared even within one company -- that within Koei, teams can't share technology?

TT: Actually we do have a group for that specific purpose of sharing information within the company in place, and we use it. However what I was referring to was when we were creating titles for PS2, each title would use a different engine, so for something like Dynasty Warriors, we would have a specific engine that would work best for that and we would have Kessen... which would have a separate engine, and these were used independently without a commonality between titles. So that's what I was really trying to say earlier, when I said we weren't able to share information.

It seems to be happening in many other companies -- another company was making two wrestling games, and couldn't share the same engine. They had to be completely different. It seems to possibly go back even further to the Japanese PC days, the early PC days, with NEC PCs and the Fujitsu PCs. You had to maximize the graphics for each platform, and so people would keep that very secret. There was famously one company that lost the source code for their own RPG, because they hid it so well from themselves.

TT: I understand what you're saying... that seems to be a little extreme. But there are companies that are like that. And in our case, we do share information within our company. We somehow managed to do that, but when it comes to applying information effectively to make things more common, we are not always successful at that. And it is true that we struggle with not having consistent data throughout the company.

But we're really working on creating a common base for that right now, and the biggest benefit of that comes from the speed at which we can build our know-how related to building CG resources. When we share this information our efforts become more coordinated and we can speed our building up our skills and knowledge.

It seems like Fatal Inertia went through many incarnations and is no longer as much about physics. Is that true, and if so, why is that?

TT: Actually, the basic concept has not changed in that the physics engine plays a major role still, and that's how were able to create very realistic behavior of the weapons and whether or not that has a huge impact on the game or not depends on how you look at it, but we pretty much achieved what we aimed to achieve at the outset. One thing I can say is that even with the next-generation platforms, the physics engine is still heavy.

 
Article Start Previous Page 3 of 5 Next
 
Comments

none
 
Comment:
 


Submit Comment