Co Director & Co Producer Interview - Birth by Sleep Ultimania
(เขียนขึ้นเมื่อ 25/05/2010)
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“Making use of experience from KH Re:Com to
develop KH BBS”
When did the development of BBS
begin?
Yoshimoto: About
June in 2005, wasn’t it. We, the
Osaka development team, went to Nomura (Tetsuya Nomura,
director) saying “why don’t we make something together?” He proposed
the KH series, and we said of course, we’d love to. That was the beginning. At first, nothing
was decided outside of the work being on the KH series, and we went ahead and
made some worlds for the PS2 that seemed like they’d be
good for KH, and presented them as examples of what we could do. During
that time, the BBS project was formed, and genuine development for it on the
PSP had begun. However, at about only half a year through,
we got an order from Nomura asking whether we couldn’t do
a remake for KH CoM. And so, we made KH Re:Com
in a little under a year, and returned to developing BBS. From
there, it took us about three years to complete, which made it quite a long
project.
Was there anything you had to
be particularly conscious of, handling the KH series?
Yoshimoto: Of
course, we had to be careful with characters and worlds belonging to the Disney
franchise, and realising the quality the KH series demands. We
invested a lot of effort into those two points.
Yasue: By that
meaning, we were able to learn a lot about the basic making of the KH series
when doing KH Re:CoM. Part of the
charm of the KH series is that is has many worlds and many cultures mixed
together, but, bringing them together into one was pretty difficult. That time, we co-operated with the Tokyo
development team and the people of Disney and it went smoothly. I
think that is something else we were able to experience from KH Re:CoM.
What kind of things did you do
co-operating with the Tokyo development team?
Yasue: First of
all Nomura wrote a rough plan, and following that direction, we mainly worked
with the Osaka team doing the battle part and the Tokyo team doing the
cutscenes. With Nomura saying ‘I want
you to do something like this,’ ‘I want you to do that’, his wishes kept coming like high hurdles. Putting
those into actual shape was both fun and difficult. In the
planning stages, things like the shoot lock command, dimension link, and the ‘command board’ minigame were all things
Nomura wished to be added, in the planning stages.
Yoshimoto: We first
heard of the dimension link as ‘I want to use a command of
people who are far away’, but we had no idea what on earth
that could be. It was very much trial and error.
Yasue: As for
wireless play in games so far, when connecting to other players, many of them
took the form of finishing after gaining an item or something. Wondering
whether we could make a system in which the player would want to connect over
and over, we discussed to together and created the dimension link.
After linking with someone, if you link again after a short while, your
finish command will fill up. We did it that way because by
adding merit to meeting again with a player you’ve met
once, we aimed to make people want to use wireless play again and again.
Yoshimoto: The
command board was also something we agonised over what to do, having been told
by Nomura, ‘using commands to play, I want a sugoroku game
which makes your commands grow’. The way it looks and the
system itself were both made over and over before it got to the present shape.
Yasue: After
trying to practically complete it and seeing how it worked well with various
systems, I think we managed to make something that fit well with this game.
With so many new ideas, what
was difficult to balance adjustment?
Yoshimoto: There
were three main characters, and each had different routes, so there adjusting
took a fair amount of time compared to other games. There
were many times when I wondered how much easier it would be with only one (laughs). Cause, we had to change the
location and contents of treasure boxes for Terra, Ventus and Aqua.
Do
you recommend playing Terra, Ventus and Aqua in that order?
Yasue: Yes. The flow of the story is like that, and Terra’s
attacks and movements are easiest to understand, so he’s
the easiest to handle. On the other hand, Aqua’s moves are a little tricky, and no matter what, in the early
stages of the game the types of magic you can get are limited, so battling the
foes with this magically talented woman is little harsh. Because
of that, Aqua’s level of difficulty gets higher than Terra
and Ventus.
Deck command system, with many elements rolled into one
It’s a
feature of KH BBS that what were traditionally abilities and items in this
series have mostly become commands, isn’t it?
Yasue: With new
ideas like the shoot lock command being added, the number of elements that deal
with the character’s actions increased a fair amount. And so, we thought it would be easier to understand if we
rolled them all into one system. And then, with levelling
up the commands you gain, using those in command chains, setting finished
commands in your deck, using them and the command style changing…
there were many systems within the game, and we wanted to make them flow
together. For example, if we were to add too many other
elements like protective gear and accessories, the game wouldn’t
flow very well.
Secret of the game that only
Tai Yasue knows: In the fight with Trinity Armour in Radiant Garden, use ‘Trinity Limit’, and two others will come
and advance with you. Even though we made it with much
hardship, most people don’t know about it (laughs).
Secret of the game that only
Yoichi Yoshimoto knows: The Jelly Ball was a boss we had to scrap
because of capacity. Because it was a waste, we remade it
as a normal enemy. They give an excessive amount of
experience, which is a leftover from that.
There are a considerable number
of types of commands, aren’t there?
Yasue: Yeah. But even so, even a command with the same name will have
different use for a different character. Also, because the
wireless play works within a different program to usual, commands have separate
uses in wireless play. Include those, and there are 999
commands in all. In the beginning, Nomura requested 512,
and I thought it was absurd, but in the end we went and made almost double that
(laughs).
Yoshimoto: By giving
the player so many commands and letting them level them up, they can become
very strong. We found that if we followed the usual enemy-movement creating patters, the players didn’t
feel fulfilled at all, which was a problem. We
decided one of our tasks was then to make much more annoying enemies to help
the flow. We hope we did a good job in making
enemies that will leave an impression on all the players.
This time, players are able to
make strong commands from an early time by the command chain, and by just
having the player not know which commands they have at that point in time
the, was it difficult to adjust the balance?
Yoshimoto: Yeah. It’s pretty tough creating enemies if
players are able to place as many ‘Megaflare’
in their deck as they like. Enough to make me want
to ask players to ‘please use in moderation’
(laughs).
Yasue: As for
the boss enemies, we adjusted it so that you can’t win
easily by using just one command. But, if we were to have
taken that element away completely, the game wouldn’t be
very fun or interesting. So, listening to the opinions of
the quality control team who debugged and checked the balance of the game, we
left in things like ‘if you are careful with this it pays
off’. For example, things like ‘Detonation
Square’, ‘Detonation Chaser’ and ‘Vanish’ are
effective against even the hidden boss, Vanitas Sentiment, so please try them
out.
“We wanted to make a game in which the players choose and trial
freely”
The
field maps for each world are rich in variation, aren’t
they. There are places you get to through devices, and
places with severe unevenness in ground level…
Yasue: At first,
we thought it would be better to place emphasis on wide maps that are good for
battles, as in KHII. But, Nomura wanted us to ‘make the maps three dimensional to some degree, and let the
players play with the structure of the map,’ and so we had
fun designing what kind of elements we could add. The
contents of treasure chests were also decided while thinking about the set-up of the world. For example, we left ‘Sleep’ in the attic in the castle in which
Princess Aurora sleeps in Enchanted Dominion, and in Dwarf Woodland, in the
coal mine in which the seven dwarves work, we left ‘Minimum’.
Yoshimoto: For the
field maps, thanks to the map planning team that Miyazaki (Mr. Kaname Miyazaki: Map Planning Director) began with made very precise designs for us, I truly feel that
we were able to produce something fairly decent.
The contents of treasure boxes
left in places that seem unable to be reached without ‘High
Jump’ and the like can be obtained early in the game using
‘Slide Dash’. Did you mean for that
all along?
Yasue: No, when
we created ‘Slide Dash’, we didn’t think that far. ‘Slide Dash’ was originally made with the idea to attack while moving fast
and going far, in order to express the ‘refreshing feeling’ that was the concept for this title. Afterwards,
we realised it made it possible to reach treasure chests in far places too. However, because we thought that having the refreshing feeling
was more fun, and because we wanted to raise the level of freedom for players
over anything else, we left it as it was. For example,
when there is a high platform, we didn’t want players to
be forced to use ‘High Jump’; we
wanted various ways to get up there. One of the best
things about the Kingdom Hearts series is that there is a part in which the
player is able to choose and test things as they like.
Players are able to enjoy
various kinds of wireless play at the Mirage Arena. Wasn’t it difficult to prepare an amazing four types of wireless
play games?
Yoshimoto: Beforehand,
our programmers warned us, ‘wireless play is dangerous, it’s easy to get bugs’, and this turned out
to be very difficult.
Yasue: When
connecting without cables, no matter what, sometimes the connection will break. But, we had to make it so that the game would run without a
problem even if it were to break, and the programming team worked until the
very, very end to adjust this. It was very tight, to the
point that we worried about making the release date in time, and I think it was
great that we were able to add four kinds of wireless play through all that. With the PSP, it’s difficult to make the
on-screen visuals the perfectly exact quality of the PS2
no matter what, and so we wanted to incorporate as many things as we could that
took advantage of the way you can play a PSP.
In the ‘VS
Arena Mode’, when attacked by another player, the commands
drop all over the field. It makes things get quite hot,
doesn’t it.
Yasue: When we
did KH Re:CoM, we added to Marluxia an attack that made
the cards in a player’s deck scatter over the field, but
we thought it would probably be even more fun if we made actual players war
against each other for them. It was unexpectedly important
to make players feel regret as they fought with each other. For
example, if there is some really strong person, you are forced to run around
escaping from them. But if you hang on a little longer,
you can get stronger yourself… that kind of thing. Battles in which the balance is intentionally broken arise
more. For this, we wanted to try and adopt the concept of
making your opponent weaker by robbing them.
KH BBS is selling well, but if
you are to help with the next titles in the KH series, what things of things
would you like to try?
Yoshimoto: My
position is to unify the team, but personally I still want to be making games
on-site. From now on, too, I want to
think of frustrating enemies, and ideas for gameplay. But,
first of all, I’ll be putting one hundred percent into the
overseas version of KH BBS. Other than changing the voices
and the text, I’ve got a lot of plans.
Yasue: There are
many features in KH BBS for players to enjoy, such as deck commands, shoot lock
command, and dimension link, and it was in return an extremely enjoyable title
to make. I also want to pack the next game I make with
many features, and I want it to be something for all the players to play in
broad ways. Also, when adjusting the wireless play,
everyone in the development team rose up together as they battled with it. Seeing that, I began to think, if we pursue this human
connection even harder, we’d be able to make even newer
ways to play, wouldn’t we? We still don’t
know whether the next game we make will be for the KH series, but, Nomura is
also developing various plans in order to expand the KH series. So,
if any titles of the KH series end up being made by our Osaka team, I want to
make it even more fun than this one was.
ที่มา : Heartstation
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