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BS: But sometimes PopCap uses other game designs heavily. AstroPop
was taken from Magical Drop and Zuma came from Puzzloop.
RY: There's a game that came out recently that used us as
reference. It was called Puzzle Scape?
BS: I don't know that game.
RY: You don't? It's a game that came out on the PSP. It was
made by a Finnish company. Some parts of the game are a lot like Every
Extend. The game itself is like Tetris, or a slightly altered
version of Lumines' Magic Block, but the menus look like Every Extend.
The music's pretty cool.
If you don't think about the developing companies, and
just focus on the products being produced, then as the genre expands, more and
more good games are created. For example when [Capcom's] Sengoku Basara
came out, everyone said it was a replica of Sangoku Musou, but Basara
has more of an arcade feel, the action battles are better, etc. [Ed. note: Sangoku
Musou is known as Dynasty Warriors in the west.]
BS: The overall technology is superior.
RY: Yeah. How do I put it? The components of each stage.
For example, if you have three big enemy characters appear in an area, then
that path becomes one that's difficult to pass. On the game design side, game
planners and people who make adjustments can change a game immensely just by
adding another adversary.
For early stages of games like Sangoku Musou, AI
programming is key. Thinking along those lines, the release of Basara, Musou,
N3 help improve the entire genre. Have you played Bladestorm?
It's incredible. Totally awesome!
Anyway, of several games that came out, there's Kingdom
Under Fire, where the game's content is sort of a combination of Kessen
and Sangoku Musou, right? Bladestorm is like an evolved version
of Kingdom Under Fire. There was Kessen, Sangoku Musou, Kingdom
Under Fire, then after that came Bladestorm, which made a big hit,
so I love companies like PopCap.

Q Entertainment/Phantagram/Microsoft's Ninety-Nine Nights
BS: That's a bit different. If the games are simple, then
there should be two separate design ideas.
RY: I think that way about Zuma, but for example Peggle,
I've seen several similar games in the past, but Peggle is impressive in
its own way. Well, they probably got their inspiration from an old game, but
the last part, that split second right before you clear the game when things
start to slow down the effects are so detailed and elaborate. Members of our
team who are involved with music and audio often say that the game's
surprisingly good.
Basically, there's a lot of hardcore gamers that are Gold
members on Live Arcade, same goes for online stores, and if it's PopCap's
strategy for them to drop casual games into that arena, I find it fascinating.
BS: Isn't Wii more suitable for that?
RY: That's true, but I think it's great that they throw it
on a platform that's originally intended for a different group of users.
BS: Earlier you mentioned games that can be played by mothers,
most likely these are found on the Wii.
TR: Shigeru Miyamoto said he wanted to make game that
everyone's moms can play. That's Nintendo's current strategy.
RY: It's good that they have a set group of users. You see
children and mothers fighting for the DS in trains. To avoid fighting, in the
end the moms buy their own, and because the moms are housewives and have spare
time they get better and better and in turn the children respect them for that.
There aren't that many things that parents and children can do together
nowadays.
Back in my time, we cut bamboo and made bows, taketonbo,
and other toys. I did that when I was a child. It took a lot of time and didn't
turn out very well when I made them myself, but when my dad made them, the toys
turned out perfect, so I really respected my dad.
These days you can buy almost everything, and where in the
world would you even find bamboo? Yeah, if you give it some thought, it's
interesting how games have become a form of communication.
BS: Yeah. I talked the Animal Crossing producer and
he's always at work and never gets to talk to his kids, so he had an experience
where he would go play something on Animal Crossing while he was
testing, and send them a mail to his house about things that he had done, and
they would play and send a reply. They actually got to communicate that way.
RY: I've met the guy who came up with the iMode structure
before. He's a middle-aged man. Back then, [cell phone provider] Softbank was
still called J-Phone. J-Phone had a hip image and DoCoMo phones were seen as
ones only used by old men. After hearing that comment from his own daughter,
the guy set out to make a cell phone that would please her. That's how iMode
was created. It's interesting how his daughter seemed to be what inspired him
to start.
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I'm gonna' look out for this guy in the future.