Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Reawakening The Sleeping Giant: The Pac-Man CE Interview
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 6, 2012
 
Design success means knowing what to do with feedback [1]
 
January's game sales hurt by lack of major releases, says analyst
 
GDC 2012 details Google, Facebook, Unity dev days
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 6, 2012
 
Nintendo of America Inc.
CONTRACT - Localization Translator (Brazilian Portuguese)
 
A2Z-OC Research and Development Center
3D Animator
 
A2Z-OC Research and Development Center
Software Game Development Engineer
 
A2Z-OC Research and Development Center
Software Game Development Engineer
 
A2Z-OC Research and Development Center
Games Development Engineer
 
A2Z-OC Research and Development Center
LEVEL Designer
spacer
Latest Features
spacer View All spacer
 
February 6, 2012
 
arrow Building the World of Reckoning [3]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [8]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [8]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
 
arrow Talking Copycats with Zynga's Design Chief [80]
 
arrow Finnish Experiments, American Nightmare [12]
 
arrow SPONSORED FEATURE: Are Game Development Funds Doing Developers More Harm than Good? [12]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 6, 2012
 
Minmaxing - Is turn-based fun anymore? [23]
 
PRICED TO DIE [1]
 
What happened with Shadow Physics: An Introduction [3]
 
Developers Deserve Residual Royalties [20]
 
Examining The Concept of the "Anti-Co-op" Experience [10]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Reawakening The Sleeping Giant: The Pac-Man CE Interview
by Christian Nutt [Game Design, Interview]
1 comments Share on Twitter Share on Facebook RSS
 
 
December 1, 2008 Article Start Page 1 of 5 Next
 

In the '80s, there was no bigger name than Pac-Man. The character and game defined the pre-crash era, creating a major cultural phenomenon both in the West and in Japan.

But somehow, Namco has rarely been able to capitalize on the title effectively since its early-'80s release period -- and aside from vanilla re-releases of the title on compilations or mobile platforms, it's hardly capitalized on Pac-Man at all.


That changed when Pac-Man Championship Edition was released on Xbox Live Arcade in 2007. With intelligent gameplay changes and a reinvigorated style, the game became an instant hit. How did a small team within Namco Bandai finally manage to reinvent the classic in a compelling way?

To find out, Gamasutra spoke with producer Nobutaka Nakajima and director Tadashi Iguchi. Inspiration, it turns out, came from outside the company as well as within it, aided by an unlikely spark -- Iguchi is not a major Pac-Man fan.

After Pac-Man CE shipped, the team turned its attentions to updating classic Galaga in the form of Galaga Legions, also for Xbox Live Arcade. How did the Pac-Man CE processes map to another title? What drives the team? The answers may surprise you.

Where did the idea to make a new version of Pac-Man for Xbox Live come from? Obviously, they were able to release the original version and then Ms. Pac-Man, but this is a whole new version. Where did that first come from?

Nobutaka Nakajima: Pac-Man, the original arcade game, is on a screen that's not the standard TV screen. It's a tall [vertical] screen, and it has very low-resolution, old-school gameplay.

The idea for the new Pac-Man really came out of taking Pac-Man to the HD generation and all the new technology that's being created today, and making Pac-Man for the HD world.

We did think of using the entire wide HD screen display settings to the extreme when we were creating the game -- we didn't want to have any parts not being displayed. We really wanted to use HD to the maximum in our new game.

In addition, the classic Pac-Man had a limited color palette, and it could only display so much. With the new technological advances in the hardware that people use to play games on, we now had a full range of colors and all these effects we could bring to the player.

We really wanted to step back and ask ourselves, when we were creating the game: "We have all of this new technology and hardware and power. What would Pac-Man be like, taking this technology and putting it to the max?"

That's what we kept in mind for the concept of Pac-Man Championship Edition.

Pac-Man originally came out in 1980. There have been many, many attempts at sequels and remakes and new versions over the years, and this is one of the most creatively successful -- and not just in terms of sales. Some of the games that came before were not that special compared to the original game, so how did you arrive at innovation with Championship Edition?

NN: A lot of the older sequels and remakes using Pac-Man... while they were changing the core fundamentals of the game -- there was an action-adventure Pac-Man, and a 3D version of Pac-Man -- they were straying away from the fundamentals of what made Pac-Man so great.

What we wanted to do in Championship Edition was to get rid of all of that, and take it back to the roots of what makes Pac-Man fun and compelling and an entertaining experience. From that starting point, we created a new Pac-Man, as opposed to just taking it to a different world or gaming experience.

It's an important distinction: Instead of taking the superficial things about Pac-Man, it takes the original design the game and extends it. How did you look at the design of the original game and decide how to begin your process?

NN: To begin with, when we were trying to get at the core of Pac-Man, Mr. Iwatani -- I'm sure you've heard his name -- was my boss and mentor a long time ago.

A lot of what Iwatani-san would talk to me about was the whole fundamentals of what a game is, and why a game is fun and compelling, everlasting, and almost eternal in its gamey-ness -- its fun and entertaining qualities.

The key, Iwatani would say, is that simplicity makes it endearing and compelling, and not bogging it down with extra this-and-that. We're just getting to the core, and making sure the core is well-structured and well-thought out, and will create an everlasting game or fun experience to continually replay.

 
Article Start Page 1 of 5 Next
 
Comments

Tom Newman
profile image
Great interview! Pac Man CE and Galaga Legions is what I personally use as a benchmark for 2D HD games. These games are just as impressive visually as the HD powerhose games like GOW2 and Dead Space (in their own way), and when I show them to my non-gaming friends, they are overwhealmed with the 1080p eye-candy.
Also the gameplay mechanic in the new Galaga is the best I've seen in years for a 2D shooter, and it is on my GOTY list for sure.


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.