Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
Games The Way They Want: Catching Up With Treasure
View All     RSS
July 15, 2020
arrowPress Releases
July 15, 2020
Games Press
View All     RSS

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Games The Way They Want: Catching Up With Treasure

January 5, 2009 Article Start Previous Page 5 of 5

What do you think about the state of the shooter market right now?

MM: Oh, I think it's still good! (laughs)

Namco remade Galaga/Gaplus on the Xbox 360 recently, for example. A lot of American and European outfits are making shooters for XBLA and PSN.

MM: The thing about shooters is that if you make one that can find an audience, then you will never find a player base more devoted to a single title with any other genre out there.

Geometry Wars is well-loved by a lot of people who never play shooters at all.

MM: That's definitely an off-beat game in the genre. It's a fun one; I was definitely impressed by it.

When the PS2 Gunstar Heroes was released, was it your idea or Sega's to put in the prototype version?

MM: It was definitely Sega's -- in particular, the producer at Sega who supervises the Sega Ages series. He is a monster hardcore gamer; we would show him stuff we had lying around, any old thing, and he'd shout out "Ahhhh, I've got to have this, I've got to have this!"

Then we'd be like "Oh, great, what have we done?" (laughs) The prototype is really pretty close to the final version; there were some final tweaks seen in the retail game that weren't implemented yet in the earlier build.

Have you played the Brazilian Master System port?

MM: We supervised the production of that, actually. (laughs)

It was alongside the Game Gear version, and it was the first time any of us had ever touched a Master System, so it was pretty crazy.

How did you get so much out of the Game Gear for that port? It seemed like Treasure is really good at maximizing the hardware they're working on.

MM: We didn't make the Game Gear one, actually.

Oh, really? Who did, then?

MM: Well, they left the company, so I dunno if we can say... (laughs)

Radiant Silvergun's rarity is the stuff of legend these days...

MM: Legend? (laughs)

Well, lots of people in America know its name, and how hard it is to obtain a copy. Not too many people have actually played it. Now that downloadable games are more common...

MM: Oh, I think we'd definitely like to see it out there. But the situation around that game is a bit different from Ikaruga, so I don't know if we'd see it on Live. We did a lot with the Saturn version, too.

I think it'd sell pretty well. Microsoft would be up for it, I bet.

MM: Microsoft actually asked us if we could put it out. (laughs) We're thinking about it, certainly, but it's not as simple as just saying "OK, let's put it up." I mean, sure, with Ikaruga, we released it as is without having to do or add a great deal to the game and it was popular and well accepted for what it was.

But if you play Radiant Silvergun nowadays, it's certainly aged in assorted ways, and I'm not sure they're all good. (laughs)

One more obscure game is Silhouette Mirage. Do you have any plans to return to that kind of platform action experience? You've only had a few of those games, but they've all been good.

MM: That's sort of the same deal as before -- there's certainly a lot of requests out there for us to make a side-scrolling action game.

But, as before, there's a pretty big difference between saying "Yeah, that'd be nice" and actually doing it, because it's surprising how much work goes into making those sorts of games nowadays.

Do you ever consider growing the company more in order to do more of that kind of stuff?

MM: No. (laughs) Definitely not. It'd be too hard to keep the company in one coherent piece otherwise, because we're all here because we really love making games.

Having ten of those independent-minded sort of people in a group works great, but having a hundred of them would probably bring down the company. (laughs) I don't really see the merit in getting bigger.

Do you think that kind of mentality -- which is good, by the way -- can limit your ability to become really rich and stuff?

MM: I don't want to be rich. (laughs) If I get rich, then I won't be able to make the sort of games I want. You need to work at it, you know? If you keep thinking about making games that sell a lot, then you wind up unable to make the games you really want.

How many people are in the company now?

MM: About 20, I think. 20 or 30 is probably the best number, I think.

Article Start Previous Page 5 of 5

Related Jobs

Infinity Ward
Infinity Ward — Woodland Hills, California, United States

UI Artist (Temporary)
Airship Syndicate
Airship Syndicate — Austin, Texas, United States

Senior VFX Artist
Airship Syndicate
Airship Syndicate — Austin, Texas, United States

Mid to Senior Worldbuilder - Unreal Engine
Airship Syndicate
Airship Syndicate — Austin, Texas, United States

Junior to Mid Programmer

Loading Comments

loader image