Contents
Postmortem: Square Enix's The World Ends With You
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
January 8, 2010
 
The Most Anticipated Games Of 2010: PC And MMO [23]
 
Greenpeace: Nintendo, Microsoft Least Green Electronics Makers [5]
 
Economy, Price Cuts Dragged GameStop Holiday Sales [6]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
January 8, 2010
 
EZD Productions
Sr. Rendering/Systems Programmer
 
Radical Entertainment / Activision
Gameplay Programmer (Intermediate)
 
Sledgehammer Games / Activision
Tools Engineer
 
Sledgehammer Games / Activision
Gameplay Engineer
 
Sledgehammer Games / Activision
Lead Environment Artist
 
Sledgehammer Games / Activision
Lead Online/Multiplayer Designer
 
Sledgehammer Games / Activision
Audio Engineer
 
EZD Productions
Level Designer
spacer
Latest Features
spacer View All spacer
 
January 8, 2010
 
arrow Designing for Immersion: Recreating Physical Experiences in Games [4]
 
arrow Postmortem: Blitz Games' Droplitz [6]
 
arrow Moving Hardcore Gaming To The Web: Making History [26]
 
arrow Leave 'Em In The Dust: CCP Asia On Chinese Collaboration [2]
 
arrow Postmortem: Ronimo Games' Swords & Soldiers [4]
 
arrow Gamasutra's Top 12 Games of the Decade [63]
 
arrow Sponsored Feature: Restless Entities Never Sleep -- The Back End of Warhammer Online: Age of Reckoning [7]
 
arrow Gamasutra's Games of the Decade: Honorable Mentions [18]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
January 8, 2010
 
Premature Sunsets
 
Why You Should Use OpenGL And Not DirectX [1]
 
Building A Strong Indie Game Development Team [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
  Postmortem: Square Enix's The World Ends With You
by Takeshi Arakawa, Tomohiro Hasegawa, Tatsuya Kando
2 comments
Share RSS
 
 
April 30, 2009 Article Start Page 1 of 3 Next
 

[In this rare postmortem, originally published in Gamasutra's sister Game Developer magazine, the creators behind acclaimed DS title The World Ends With You at Square Enix and Jupiter describe exactly what went right -- and wrong -- while making the innovative touch-screen title.]

The World Ends With You was our team's first game for the Nintendo DS -- a platform that we felt had limitless possibilities. The three of us who were primarily responsible for the game had previously worked as artists for the Final Fantasy and Kingdom Hearts series, but had never directed a game before.

Advertisement

The game wound up taking two years to develop, which is a considerable amount of time for a portable game, and was a continual trial-and-error process throughout. We feel that the resulting project was eclectic and ambitious, but not different just for the sake of being different.

What Went Right

1. Getting to go wild with original IP and gameplay concepts.

The project began with constant brainstorming and idea-sharing between the three of us. As this was our first game as directors, a healthy dose of paranoia prompted daily brainstorming meetings. These sessions established a strong sense of camaraderie and led for better overall communication, allowing us to constantly meet our deadlines without any serious delays.

From the beginning we were determined to create an original IP -- something that wasn't another Final Fantasy or Kingdom Hearts. This led us to choose the Shibuya district in Tokyo as the game's setting.

At first we thought the Shibuya locale would be a turnoff to overseas players, but the district's uniqueness adds a certain reality and depth that we couldn't have recreated in a fantasy setting, and it lets players identify more with their in-game counterparts, who are fighting for their lives in the "real world."

It turns out we were successful -- even a year after the game's Japanese release, hardcore fans are still organizing tours of the real Shibuya to compare it to the game world.

2. A story created by committee (and free of those pesky RPG plot holes)!

Like all other aspects of development, story development was done by committee. Each director was given his own writing team, which brainstormed over the general story background, plot, and other elements.

Because the over arching story has the player trapped in Shibuya, the story needed an air of mystery about it, so the team was determined to avoid any plot holes.

One contradiction in a story like ours could bring down the house of cards, so the team worked carefully to keep the storyline locked down. The game's designers took part in the writing process as well, ensuring that as many eyes as possible went over the plot, searching for holes and offering input from every conceivable angle.

After the final story was in place, we had our Q/A department go over everything as a final failsafe. To our surprise (and horror), they tracked down several inconsistencies we had managed to miss during our multiple checks.

Their diligence reminded us of how critical it is to view the game from the player's perspective -- and these extensive preliminary story checks are becoming a standard at the company.

3. Implementing a player-controlled risk vs. reward system.

Many agree that the standard JRPG formula of walking around the field and grinding (or running away from monsters that aren't worth your time) can get monotonous and build up player stress.

Another issue on the development side is that tuning combat difficulty takes excessive amounts of time, and there's no guarantee that a designer's ideal difficulty is the same as the player's.

Our solution was the "Active Encounter" system, where players can choose how many enemies they wish to fight and when. This removes mandatory battles with "trash mobs," and allows the player to control the risks and rewards of battle.

Harder battles yield better loot and more experience points. This let players of varying skill levels enjoy the game beginning to end -- at the cost of some game balance.

 
Article Start Page 1 of 3 Next
 
Comments

Justin Potts
profile image
One of the more interesting postmortems from the trio that created, in my opinion, on of the most interesting (and enjoyable) titles in recent memory. I would love this level of depth on these sorts of original titles from Japanese developers, as we don't get it nearly often enough.

Its also safe to add this game to the list of "music that sticks with you" titles that seems to be slowly building in the comments sections of the "Music in Games" opinion piece!

kid koexist
profile image
I agree with Justin. Great PM for a great title. I haven't beat it yet because I don't want it to end! I'm really hoping they bring this IP to my HDTV


none
 
Comment:
 


Submit Comment