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What
is the fascination with light and dark?
MM: I wouldn't call it a
"fascination," exactly, but what it does do is make the game's
storytelling a great deal easier to understand. There's that aspect to it, but
I wouldn't say it's something we expressly think about.
For example, the core gameplay of Ikaruga revolves around switching
between white and black and absorbing shots of the same color as yourself; that
was really more of a gameplay design invention than a color-based one. Working
with two of a particular type of thing is more interesting, and more profound,
than having just one.
What
do you feel is too complicated? In Bangai-O
Spirits, there are so many weapons available that it can get pretty
overwhelming.
MM: I wouldn't see it as being complex; I
see it as having a wide range of options to choose from. The previous Bangai-O offered a fairly limited range
of weapons -- there was homing and so forth, but not very much of any given
type.
One of our aims with Spirits was to add a wider variety of close-range weapons, like
bats and swords, to help enhance the game's basic action. We went through a
series of "having this weapon in the game would be pretty neat"
phases, and the weapon count wound up zooming higher and higher as a result --
but having that wide range doesn't inherently mean that the game's more
complex.
Have
you played Portal before?
MM: I know about it.
In that game, you have red and blue
portals, which you can place anywhere you want with the left or right triggers.
If you enter the red portal, you come out of the blue one, and vice versa. It's
a very simple game design, but the puzzles created with it get very complex.
You can make your own custom stages, too.
MM: Sounds pretty fun.
Looking at that design, I wonder if the
makers were fans of Treasure games. It's the same sort of idea -- a simple
concept lending itself to complex gameplay. If Treasure made an FPS, what sort
would you like to make?
MM: I could see that happen; I mean, there
are a lot of people in the company who like FPSes. There are a lot of extremely
well-made FPSes out there, though.
We'd have to make something really original,
because simply making a well-made FPS isn't going to be enough to separate ours
from all the other ones already released.
Design
is at the center point of a lot of Treasure's games. How long of a turnaround
is there between coming up with an idea and creating the prototype for it?
MM: I don't know how often we do that sort
of "prototyping." The first time we did a prototype in the way you're
stating it was with Ikaruga, because
we really had no idea at all how fun the idea was until we actually had a
chance to play it for real.
Otherwise, we don't make those too often. More
often, you start with the idea, and then you build the game around that,
putting elements in and taking them out in a trial-and-error process.
Treasure's Ikaruga
You
can't really understand Ikaruga on
paper.
MM: You can't.
It's
that sort of game, isn't it? You can easily explain what the game's like to
someone now, but if the game didn't exist beforehand, it'd be a lot more
difficult.
MM: Yeah. In the case of Ikaruga, there wasn't any way that
simply telling people about it in presentations would be good enough -- we had
to have something running to show people.
That's the main reason we had a
prototype early on in the project. You needed something to show.
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Excellent interview!
If the people at treasure are reading this - MORE XBLA AND PSN titles! These are not that much more difficult to program than DS games, and there are many hardcore adult gamers that would download any title based on Treasure's reputation alone, and many of these (including myself) don't really play DS. I do have a DS, but I'd rather sit on my couch in front of my TV.
I am proud of my association with this title. Treasure is a great developer with a wonderful eye for game design.
As a testament as to how great GunStar Heroes is, look for it on eBay. Its selling usually above $25, 17 years after its release date. Around 1995-97 it was selling for double the original price.
We rock with those Brazillian games for sega consoles! We have DUKE NUKEM 3D for Mega Drive \o/
I would definitely love to see more Treasure presence on XBLA and PSN as well.