Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [14]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
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
News

  Q&A: Namco Bandai Talks Wii Fitness With Athletic World
by Christian Nutt [PC, Console/PC]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
December 28, 2007
 
Q&A: Namco Bandai Talks Wii Fitness With  Athletic World

The original Power Pad was originally manufactured by Bandai in Japan under the name "Family Trainer," and was used with a game called Athletic World, which was licensed by Nintendo for production in the U.S. Now Namco Bandai is bringing back a classic. Originally revealed at this year's Tokyo Game Show, it's slated for a 2008 release in Japan under the name Family Trainer Athletic World, and in the U.S. as Active Life: Athletic World.

Gamasutra recently spoke to localization producer Naotaka Higashiyama and producer Sayaki Mori, who are working on the minigame-based athletic game for the Wii. It utilizes a foot mat alongside the Wii remote, and as Higashiyama points out, in a nod to the NES Power Pad of yore, players use both the Wii remote and their feet.

Can you talk about the relationship, and why you decided to bring back this title right now?

Naotaka Higashiyama: Well, the Wii came out, you know? And the first thing off the top of your head when you think about Wii is using your body to play the video game. And, 21 years ago, that was the only game that let you use the body. So, we get the concept from both sides, and that's why we decided to bring it back to Wii.

Obviously, people are trying to figure out the best kind of title to bring to the audience for the Wii. Nintendo has Wii Fit, you guys have Athletic World, Hudson has DecaSporta; a lot of sports games. What does Family Trainer: Athletic World do that you think would capture the audience that has already been established on the Wii?

NH: That's a difficult question to answer! It's not a serious game, but at the same time it's harder than it looks. It's fun by yourself, or with your family -- as with Wii Fit, which you can probably play solo or with two players.

What do you think?

Sayaka Mori: When it comes to Wii Fit, you use the feet. When it comes to DecaSporta, you just use the Wii remote and that's it. But with this one, you use both. It's a combination between the mat and the Wii remote. So that's the differentiation factor. And I'm pretty sure that this will be the only game out that uses a mat and a Wiimote at the same time.

In the sense of sports games, yes, but there is Dance Dance Revolution: Hottest Party, that has its own mat and uses the remote as well.

SM: The concept of the game is different. I just imagined family, kids, friends, having fun at any time, easily. Anyone can play it, and it's also fun to watch other people playing it.

Earlier we spoke about how this has an origin with the NES, and the Wii has a nostalgia factor, and Nintendo is expanding its audience back to what it was meant to be in the NES era. Is that an influence on the decision to make this kind of game as well?

SM: Of course! Of course, our target is exactly the same as Nintendo's target, and they brought them back from the past to now. Back in the day, good gamers, non-hardcore gamers, and hardcore gamers used to play together and have fun. That was the whole point. So, even if you're really good at playing Halo, a little kid may be able to beat the guy who's good at Halo, in this game. So, that's what it is.

Before you worked on this game, did you work on more "hardcore" traditional kinds of games?

SM: I was in charge of high-end videogame creation, yes.

How did you feel when the Wii came out? Was it something that you were inspired by? Like, "Oh great! I can make the kind of game I want to make, now!"? Basically, how did the Wii affect the development studio?

SM: Yes, this is mainly because Wii came out. This is what made me say, "This is it! We have to make Family Trainer, using the mat." It's fun for everybody.

There's been some discussion that maybe the bubble might be bursting on the Wii already; that maybe there's a fad, and people are going to grow bored with these kinds of games. Does that worry you at all, or do you think it's just gonna keep growing?

SM: I'm not worried about that too much. When it happens, it happens. It will happen to everybody who is making games on the Wii. Right now I can just picture the whole situation where the family and the friends get together, play casually, not for a long time.

So did you observe other Wii games and use that as an influence, or did you go back to the classic idea of what worked for Athletic World 20 years ago?

SM: Both together.

What do you think is very important when developing a family game, that's different than developing a hardcore kind of game?

SM: The easy access. Something that anyone can play, and not for a long time. Like, just push it and play it. Not something that you have to sit and train your skills to get better at. Also, something that you won't get bored watching other people playing. It's fun even to watch a grown up, mature adult getting serious on the mat, and laughing.

How many players does the game support?

NH: Two players.

Oh, on one mat. So it's gonna have to come as a set with the mat, and it's two players on one mat. When it comes to developing the game and releasing a peripheral, is there a cost consideration that you have to worry about? How do you balance that with the game's development cost, and the fact that a general audience that might not be as willing a hardcore gamer to spend a lot of money on a single title? For example, Time Crisis 3 with the GunCon 3 will be $90.

NH: Well, we haven't decided the actual price of the mat, but it's definitely gonna be lower than the GunCon! It's turning out to be pretty cheap. I can't tell you the price right now, but anyone can afford it.

Speaking of the GunCon, I was just speaking with the team, and they're hoping that more developers will make games with the peripheral. Are there any plans like that for this mat?

SM: Definitely, yes. If there are people who want to create a game using the mat, or publishers who want to release a game using the mat, we're definitely open to that.

Are there any discussions with third-parties about that?

NH: Not yet, because this is the first one we've made. But there are more [titles] coming next year.
 
   
 
Comments


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.