Contents
Content Kings: Square Enix's Shiraishi And Tsuchida On WiiWare And Risk
 
 
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
  Content Kings: Square Enix's Shiraishi And Tsuchida On WiiWare And Risk
by Jeremy Parish, Brandon Sheffield
0 comments
Share RSS
 
 
May 12, 2008 Article Start Previous Page 5 of 6 Next
 

JP: You mentioned Yuusha no Kuse ni Namaikida. Something I like about that particular game is that it has a very retro pixel-art style, and if you look around the GDC show floor, you'll find a lot of independent games also adopt that retro style.

Do you ever see some of your games go in for that particular look -- that very deliberate style -- or do you feel that the Square Enix feel that you mentioned a few times in your speeches yesterday demands that you push the limits of visuals, go 3D, and see how far you can take CG?

Advertisement

TT: It's not something that we've thought about. Just because it's retro-looking doesn't mean anything about the game. But both of us... it may not be a preference. For some of our generation, retro is kind of cool, because it reminds of the good old days, but it's not necessarily... It's a style, I think. If you just make it retro, it's not something new.

JP: I was also thinking just in terms of practicality, because bitmap artists didn't have much space in comparison to CG. If you look at the size of a Super Famicom Final Fantasy, they were massive games, but they also fit in a very compact space.

FS: Maybe not the retro look, but 2D is definitely an option, to keep the size down. If you want to make a big game in a small amount of space, 2D is definitely an option, but 2D isn't necessarily retro.

TT: I guess it was like [Koji "IGA" Igarashi's] Castlevania last year about 2D and 3D games, and how they have different ways of being fun. I totally agree with that session. I'm also kind of sad that 2D is kind of gone, so if there's an opportunity for it in a game, I'm all for it.

BS: Speaking again of risk, it seems to me that not taking risk is a way to not make money, because you can only really get a big, breakthrough hit if you do take a risk. How do you feel that is reconciled right now? It seems like a very difficult line that people are treading.

TT: When we're making a big game, it's still a risk, because it costs a lot to make one game. The problem is, until recently, that's the only risk we were taking, whereas with some of the smaller-sized titles, we could do quantity, and try a lot of different kinds of stuff. Obviously not all of them will succeed. There are a few that will make us some money, and maybe we can grow those.

BS: I think that is definitely a good approach, as long as the company is willing to accept a couple of failures, which seems really difficult for a lot of companies to accept.

TT: What winds up happening sometimes is that you have one big title, and you're afraid it's going to fail, so you put more resources in, and it gets even bigger. You kind of get stuck in a rut.

It's true that when you have a lot of little ones, you have all these little failures, and that could be kind of painful too. But at least for us, these little ones, if they fail... let's say out of ten, eight of them fail and two succeed, that's still better than having one big one and having that fail and not make up for its costs. We crunch numbers, and I think we'll take those risks.

 
Article Start Previous Page 5 of 6 Next
 
Comments

none
 
Comment:
 


Submit Comment