Japanese Creators Speak on Revolution
source: IGN
Japan’s gaming elite have spoken out on Nintendo’s Revolution controller. The latest issue of Nintendo Dream features commentary and impressions on the device from developers at Nintendo, Sega, Namco, Konami and more.
Here’s a run down on what each creator has to say:
Ken Sugimori (Game Freak, art director of Pokemon): Sugimori was surprised when he first saw the controller. He feels that many people have been thrown off from gaming due to increased button counts of controllers, but states that it takes a good amount of courage to actually decide to reduce the number. “You’ll be able to do things with the Revolution that you could never do with consoles before,” he says, adding with a laugh, “Personally, it’s the kind of hardware where, more than making games, I’d rather play them.”
Kouichi Suda (president of Grass Hopper Interactive, the studio behind Killer 7): “In truth, I have yet to get my hands on Revolution,” Suda admits, but adds that he expects to get some hands on time shortly. Once he saw the controller at the product announcement, he felt that there was no choice but to make games for it. “I’ve already finalized a plan. Now, all that remains is to make it.” Judging by Suda’s comments, we can probably add Grass Hopper to the list of Revolution developers.
Toshihiro Nagoshi (Sega — producer of F-Zero GX/AX and Super Monkey Ball): “I was surprised when I saw it, I was surprised when I touched it, and when I played the sample games, I was even more surprised!” Nagoshi states. “I doubt that there’s a creator who doesn’t get tickled after getting their hands on this. It combines all the elements required to let you enjoy games while feeling that you’ve become the character.” Continuing, Nagoshi states that he expects the controller to open up new paths for all genres.
Tooru Iwatani (Namco — father of Pac Man): Iwatani feels that the Revolution controller is one of the solutions to interface problems with games, adding, “Just as input with the Nintendo DS pen gave birth to new game contents, there are great possibilities hidden in this remote-like controller.” He gives a couple of examples of game ideas, including a text input style game that targets people who’ve become used to inputting text with their thumbs on the cell phone. The controller gives the creative spirit of game creators a jolt, Iwatani states before finishing up his comments by asking that Nintendo continue from here on out to stimulate gamers and creators alike in new ways.
Hironobu Sakaguchi (Mistwalker — father of Final Fantasy): “When I first saw it, I thought ‘It’s great!’ and ‘It’s just like Nintendo!’ It makes you feel like you’re actually touching the screen. In that sense, you could say that it’s an extension of the DS, but it’s actually very different.” Pointing out that the controller allows for a wide variety of actions, he adds, “When shown such a new concept, software makers are, even as just normal people, left excited.”
Yasuhiro Wada (Marvelous Interactive — father of Harvest Moon): Wada was at first taken back by the controller. He found it to be small and nicely designed, but as a controller, it crossed the bounds of his understanding. Once he got his hands on it, he suddenly got the idea and felt that it would work. This is similar to how he felt with the DS — the feeling of various ideas appearing one after the other. “As a creator, this is the ultimate toy,” he states with a laugh, but also adds caution, saying, “A number of basic ideas come forth, but placing those properly into a game and making players have fun is difficult.” Wada seems to love the controller, though, as he adds, “Isn’t this the thing that will cause a revolution to the game industry, which has slowly lost its way?”
Takanobu Terada (Banpresto — Super Robot Wars producer): “To be honest, I was expecting the Revolution controller to have an even more unique form, so I was initially disappointed. However, that quickly disappeared. With good use of the expansion terminal, isn’t it possible to make, for instance, a versus shooting game without the use of the monitor, where the fight is through the controller alone? I feel that it is a great controller that can inspire many ideas, even aside from videogames.”
Hiroshi Tanibuchi (Konami — Powerful Pro series producer): Tanibuch states that he was surprised when he first saw the controller, adding “In truth — and this is just between us — I was able to get my hands on the controller. The on-screen characters move in accordance with the controller’s movements — it’s such a fresh feeling. Although you probably won’t understand until you’ve tried it yourself.” On the topic of Japan’s favorite baseball series, he suggests good things for a possible GameCube version: “If we were to make it, we’d want to make a special Power Pro for the Revolution.”
Masahiro Sakurai (Sora — previous work on Kirby, Smash Brother and Meteos): “I’m sympathetic for Nintendo’s stance of reducing hurdles for games. For that reason, I think it’s good that the controller buttons have been reduced to just one. A long remote controller shape with just one button. This has impact. The DS, with its touch screen, made games a ways easier to understand. However, with the D-pad and buttons, and also the touch panel, controls actually became more complicated. I think it would be good if the same thing doesn’t happen with Revolution.”
Kouichi Ishii (Square Enix — World of Mana project producer): “I believe creators will enjoy making games [with the controller]. However, you’ll have to change game design methods from the core. For instance, you’ll have to start by looking back at your play as a kid and think of what kinds of things you could do if developing for the Revolution. If you can do this, then surely you will be able to make a completely new form of play, different from current games.”
The commentary from these ten developers, who represent everything from Pokemon to Killer 7, spells good things for Nintendo’s Revolution in Japan. In particular, most of the developers are third parties, suggesting that even outside of Nintendo’s studios, game creators in Japan are anxious to work with the Revolution and its new controller.
source: IGN
Japan’s gaming elite have spoken out on Nintendo’s Revolution controller. The latest issue of Nintendo Dream features commentary and impressions on the device from developers at Nintendo, Sega, Namco, Konami and more.
Here’s a run down on what each creator has to say:
Ken Sugimori (Game Freak, art director of Pokemon): Sugimori was surprised when he first saw the controller. He feels that many people have been thrown off from gaming due to increased button counts of controllers, but states that it takes a good amount of courage to actually decide to reduce the number. “You’ll be able to do things with the Revolution that you could never do with consoles before,” he says, adding with a laugh, “Personally, it’s the kind of hardware where, more than making games, I’d rather play them.”
Kouichi Suda (president of Grass Hopper Interactive, the studio behind Killer 7): “In truth, I have yet to get my hands on Revolution,” Suda admits, but adds that he expects to get some hands on time shortly. Once he saw the controller at the product announcement, he felt that there was no choice but to make games for it. “I’ve already finalized a plan. Now, all that remains is to make it.” Judging by Suda’s comments, we can probably add Grass Hopper to the list of Revolution developers.
Toshihiro Nagoshi (Sega — producer of F-Zero GX/AX and Super Monkey Ball): “I was surprised when I saw it, I was surprised when I touched it, and when I played the sample games, I was even more surprised!” Nagoshi states. “I doubt that there’s a creator who doesn’t get tickled after getting their hands on this. It combines all the elements required to let you enjoy games while feeling that you’ve become the character.” Continuing, Nagoshi states that he expects the controller to open up new paths for all genres.
Tooru Iwatani (Namco — father of Pac Man): Iwatani feels that the Revolution controller is one of the solutions to interface problems with games, adding, “Just as input with the Nintendo DS pen gave birth to new game contents, there are great possibilities hidden in this remote-like controller.” He gives a couple of examples of game ideas, including a text input style game that targets people who’ve become used to inputting text with their thumbs on the cell phone. The controller gives the creative spirit of game creators a jolt, Iwatani states before finishing up his comments by asking that Nintendo continue from here on out to stimulate gamers and creators alike in new ways.
Hironobu Sakaguchi (Mistwalker — father of Final Fantasy): “When I first saw it, I thought ‘It’s great!’ and ‘It’s just like Nintendo!’ It makes you feel like you’re actually touching the screen. In that sense, you could say that it’s an extension of the DS, but it’s actually very different.” Pointing out that the controller allows for a wide variety of actions, he adds, “When shown such a new concept, software makers are, even as just normal people, left excited.”
Yasuhiro Wada (Marvelous Interactive — father of Harvest Moon): Wada was at first taken back by the controller. He found it to be small and nicely designed, but as a controller, it crossed the bounds of his understanding. Once he got his hands on it, he suddenly got the idea and felt that it would work. This is similar to how he felt with the DS — the feeling of various ideas appearing one after the other. “As a creator, this is the ultimate toy,” he states with a laugh, but also adds caution, saying, “A number of basic ideas come forth, but placing those properly into a game and making players have fun is difficult.” Wada seems to love the controller, though, as he adds, “Isn’t this the thing that will cause a revolution to the game industry, which has slowly lost its way?”
Takanobu Terada (Banpresto — Super Robot Wars producer): “To be honest, I was expecting the Revolution controller to have an even more unique form, so I was initially disappointed. However, that quickly disappeared. With good use of the expansion terminal, isn’t it possible to make, for instance, a versus shooting game without the use of the monitor, where the fight is through the controller alone? I feel that it is a great controller that can inspire many ideas, even aside from videogames.”
Hiroshi Tanibuchi (Konami — Powerful Pro series producer): Tanibuch states that he was surprised when he first saw the controller, adding “In truth — and this is just between us — I was able to get my hands on the controller. The on-screen characters move in accordance with the controller’s movements — it’s such a fresh feeling. Although you probably won’t understand until you’ve tried it yourself.” On the topic of Japan’s favorite baseball series, he suggests good things for a possible GameCube version: “If we were to make it, we’d want to make a special Power Pro for the Revolution.”
Masahiro Sakurai (Sora — previous work on Kirby, Smash Brother and Meteos): “I’m sympathetic for Nintendo’s stance of reducing hurdles for games. For that reason, I think it’s good that the controller buttons have been reduced to just one. A long remote controller shape with just one button. This has impact. The DS, with its touch screen, made games a ways easier to understand. However, with the D-pad and buttons, and also the touch panel, controls actually became more complicated. I think it would be good if the same thing doesn’t happen with Revolution.”
Kouichi Ishii (Square Enix — World of Mana project producer): “I believe creators will enjoy making games [with the controller]. However, you’ll have to change game design methods from the core. For instance, you’ll have to start by looking back at your play as a kid and think of what kinds of things you could do if developing for the Revolution. If you can do this, then surely you will be able to make a completely new form of play, different from current games.”
The commentary from these ten developers, who represent everything from Pokemon to Killer 7, spells good things for Nintendo’s Revolution in Japan. In particular, most of the developers are third parties, suggesting that even outside of Nintendo’s studios, game creators in Japan are anxious to work with the Revolution and its new controller.