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Though
best-known, perhaps, for its quirky series of rhythm games on the DS, which
includes two titles under the Ouendan series and Elite Beat Agents, boutique
music game developer iNiS has been around since 1997.
Founded by a group of
musicians, it's one of the only developers that has never produced anything but
music titles since its inception -- something the musically-minded Harmonix
can't even claim, in fact.
In this in-depth Gamasutra interview,
the company's chief creative officer, Keiichi Yano, speaks about the creation
of his karaoke game Lips, recently released in North America and out today in
Europe.
The creative process behind a music game is unique, and Yano outlines
his thinking when embarking on the development of the title, from considering
the included peripheral to the balance of game modes included on the disc --
all the way to the core philosophy of wanting to let gamers get closer to their
music collections.
How
did you get hooked up with Microsoft?
Keiichi
Yano: We've had this really long‑standing relationship
with Microsoft. I've been working with them ever since I've been
doing experiments with interactive music technologies, and working with
the DirectX team before Xbox was even Xbox.
We're actually the audio demo
for Xbox 1. When they were showing it to developers and press, they would show the audio capabilities of the box, and that was our demo.
Oh, okay.
KY: We've had a really longstanding relationship with them. I've long
been saying, "It'd be cool if I could do a game for you guys". One of these times it was actually at TGS, I met up
with this guy from Microsoft Game Studios, and I told him, "I really want to do a game for you guys. It'd be cool if I
could do a singing game."
He said, "Oh, that's kind of interesting. Why don't you pitch it
to us?" [laughs] So, I did, and here we are, two years later...
Well, what sounds really striking is that there are a lot
of advanced features in this game compared to a lot of other singing games. It
seems like pitch detection is normal, but you also have phoneme detection, and
the microphones obviously have LEDs and motion sensitivity. How much of that
came from your guys' end? Was it all stuff that you decided, as developers, you
wanted to put in?
KY:
Oh, yeah, even in my original pitch. I talked about these microphones in the pitch, and I said, "Okay. I'm not even thinking about how much
this is going to cost, but this would be kind of be cool if this happened." Everybody laughed at the time.
But, as I went on and thought about the game design more and more, I thought
about the party games and all the score mechanisms that I wanted.
Then it
just became very obvious to me that this wasn't just some
inspirational thing that I had. This is really necessary for this game. I
really pushed hard to get all those features in, and now they're here.
Again, these mics are so high quality. We do pitch detection, but we also
do rhythm detection as well. It's not just the accuracy of when you're singing
the notes, we actually look at what that rhythm is and break that down as well. As you mentioned, [we also have] the phoneme detection and the vibrato
detection.
And even with the pitch detection, it's like we have a very fine level of
granularity there for if you're really super‑accurate. If I were to get an
instrument and play it through these microphones, you'd get 100%, and then
you'd score insanely high, actually.
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