Entrevista a Akihiko Mukaiyama (director del Panzer Dragoon Orta de Smilebit)

Panzer Dragoon Orta ha sido desarrollado por Smilebit (antes conocida como AM6) con Shun Arai a la cabeza.
Responsables de juegazos como GunValkyrie, Jet Set Radio future o el mismo Panzer Dragoon Orta

El nombre de Smilebit viene de "Smile" el deseo de hacer sonreir a la gente unido a "bit" la unidad digital más pequeña.
Algo así como que hasta el mínimo detalle de sus juegos te hace feliz.


Abreviando, os dejo la entrevista a Akihiko Mukaiyama, director del PDO.

1. How did Smilebit feel about the cultural heritage of a saga that was born in beauty (Panzer Dragoon), lived in glory (Panzer Dragoon II), and then ended in myth (Panzer Dragoon Saga) ?

We as Smilebit are very proud of the fact that Panzer Dragoon series are one of the precious assets among Sega brand titles. We decided to revive this title with high dedication to predecessor who brought this legendary game series out to the world.

2. Many fans of the Panzer Dragoon franchise were really worried about the creation of a new game, because they knew that Team Andromeda was now scattered in different Sega's subsidiaries. How many ex-members of that team have been involved in Panzer Dragoon Orta ?

There are 3 members who has involved in a title project of Panzer Dragoon series up to Panzer Dragoon ORTA. Also, there are 12 members who would go in for Panzer series since Panzer Dragoon Saga project.


3. Do you know if Sega had any idea of developing a Panzer game for the Dreamcasts system ? If so, what were the reasons that prevented the creation ?

Our top concern prior to develop PDO was that we wanted to release a sequel of Panzer series as a solid quality in order to keep the high brand image of Panzer Dragoon series. We could also say that introducing Xbox gave us almost indefinite potentiality to enhance the title quality and its game performance up to higher level. The timing of release announcement of Xbox and Panzer Dragoon ORTA project plan was nicely met to proceed with the title development


4. Last year, during an interview, you said that a shoot-em-up game was the perfect style for a game to be developed on the Xbox. Can you explain your opinion about this idea ?

In order to utilize the high power of Xbox and optimise the power onto a game system of PDO, Shooting was the best genre to feature PDO. Also, we wanted to back to the original form which was an on-rail shooting in order to revive the title after years of silence.


5. What was your main aim during the creation of Panzer Dragoon Orta ?

Our main aim was to revive the famous Panzer series out to the world.
Hope we could bring back a big impact to not only a core Panzer fun but also more new comers.


6. Can we consider Panzer Dragoon Orta as the real sequel to Zwei from an historical and narrative point of view ? In the timeline of the whole saga, when the story of Orta takes place ?

If we put all Panzer series in a chorological order it is Panzer Dragoon Zwei first then Panzer Dragoon, Panzer Dragoon Saga and finally Panzer Dragoon ORTA.


7. The main character this time is a girl. Did you choose her because of the trend in recent games that seems to favour feminine heroes, or your choice was one made of a strong will of change in respect to the past chapters of the Saga ?

Originally, it was simply by our inspiration. Prior to actual development of PDO, we vaguely have a concept of a mysterious girl riding on a flying dragon. Also, we had an intention to differentiate PDO from the past Panzer Dragon series.


8. Excessive freedom in a game does not necessarily mean more fun. In Panzer Dragoon Orta, you decided to keep the same "on-rails" formula that powered the first two chapters of the saga; in fact as seen in Panzer Dragoon I and II, our hero is forced to fly with the dragon in a predetermined path. Can you explain to our readers the reasons behind your choice? Was this choice influenced by marketing strategies?

Reason behind our choice of on-rail shooting is that we want to have player to enjoy not only the game play but also the whole world of Panzer Dragoon and its storyline behind the game play. We believed that on-rail shooting was the most reasonable genre for players to check out the best part of the Panzer world.


9. By analysing the musical score of the previous chapters, it was clear that it was a fundamental part of the game, with beautiful melodies and great arrangements that were directly read by the Sega Saturn. How was the musical score of the Xbox game decided and recorded, both artistically and technically speaking ?

Sound Director was the same staff all through the Panzer series. And Main Composer of the PDO music was the same person as the one for Panzer Dragoon Saga. Therefore, we did not really have to educate them what the Panzer Dragoon is all about.


10. We know you were invited to the Game Developer conference in order to explain your programming skills and tricks. Can you briefly explain to us how you achieved this monumental results ?

(We did not attend GDC after all, so no answer for this question. Sorry.)


11. The graphical differences between Panzer Dragoon e Panzer Dragoon II were really impressive. If you had the possibility of developing an Orta sequel, do you think you would improve your graphical prowess on the Xbox ?

For the next sequel, we would like to broaden the Panzer world even higher level and go deeper level of the whole game concept. Also, our next goal is to add fresh spice into the Panzer world and its game system.


12. Is the Xbox System an easy machine to work with, or your programming skills are so a advanced that even the mighty graphical engine of Orta seems something in the norm ?

As you assume, Xbox was an easy console to deal with for a development of PDO. Also, our project experience and reflection from an actual development of JSRF and Gunvalkyrie gave us higher level of understanding and technical knowledge, which helps a big time to achieve cutting-edge graphic engine for PDO.


13. What was the most difficult technical issue you had to overcome in order tob ring life to Panzer Dragoon Portably considering time deadlines and hardware imitations, was there something you could not create or add in the finished game ?

We would have many obstacles and challenging issues to overcome for PDO project. The biggest issue was the Glide system, which adjusts a flying speed of dragon. Introducing this system into the game was a very first endeavour to reinforce its game strategy and a sense for flying action, but it was not really a compatible element with an on-rail shooting. Because flying speed is freely adjustable on a game stage, pre-calculation for enemy set and sound effect which are supposed to match with a timing of dragon travelling would be ended up causing time error to be featured in game.


14. Do you think it would be possible to run Panzer Dragoon Orta on other videogames systems ?

Not decided yet. Suppose we would, but we cannot simply convert the whole game system to a different platform. We always like to develop a game title based on an idea to optimise the power or good point of the targeting console.


15. Looking beyond the technical questions (polygons, graphical effects, and so on) something really impressive about your game is the beautiful game design that definitely adds an evocative atmosphere to the game. Do you think that today's videogames need a stronger artistical direction as well as a wonderful graphical structure ?

Thanks to a cutting edge hardware console machine and various tools, most of a game developer could achieve a certain decent level of a game graphic quality. Therefore, I would say a stronger artistical direction must become more key element to come up with higher level of the game quality out of other competitive game titles out there.


16. We would really like to ask you this important question about the media. The role of the videogames in a future society is surely going to become more and more important.
In your opinion, if and when we should be able to consider the videogames as a new form of art ? Do you think, it will be possible to rethink the whole media approach elevate it on a more complex role, also with the possibility of having people reflecting, crying, laughing about themes and ideas that are shown in the games ?


In my personal opinion, game only exists based on an entertainment factor. However, artistical features such as a movie from Hitchcock or art piece from Dali, and such type of commodity can be featured as in visual and sound effect, scenario that are elements of entertainment.

Concerning a future potentiality of gaming field for the whole media approach, game can be the top entertainment category to make the greatest progress and bring out fresh taste and idea into the whole entertainment industry. This is mainly come from my belief that the game entertainment is practically new and primitive field comparing with other media. In other words, the game entertainment got the highest level of potentiality to pursue unknown possibilities or discovery to develop the whole entertainment field. To support my belief, I want to point out the fact that game entertainment has the unique potentialities, which any other media does not have. One is that it is directly interactive. Player can actually involved in the game and create their own entertainment out of it. Also, another key point is that it could be almost indefinitely develop to the next level according to a cutting edge technology to evolve.


17. Back to Panzer Dragoon Orta, it will be possible to interact with the stage design and with the game backdrops ?

The stage design and the game backdrop are closely related to each other. Stage backdrops are created according to a stage design. Based on a created stage backdrop, enemy sets, and flying route of dragon and other attributes of a game system will be created and adjusted accordingly. By performing try and error task by adjusting each balance to one another, we can finally optimise the total game quality.


18. Why did you choose to only keep two attacking patterns, specifically normal shot and Berserker Rage attack. Don't you think that new offensive attacks would have added depth and more strategy to the game ?

The dramatic change from the past series in terms of a strategic perspective of the game, it is not increase of attacking technique but dragon morphing system to be implemented in the game play. Different forms of dragon have each different kind of strength/weakness points. That gives players their each own battle tactics to utilize effective attacking method for various different situations. Therefore, the point is player must consider when, where and which forms they should take advantage of for capturing a battle situation.


19. While a strong SEGA fan-based public even today thinks about Panzer Dragoon Zwei as a real masterpiece,lots of gamers argued that the game was too short and sometimes too easy. Do you think that with Panzer Dragoon Orta you changed that attitude of having a heavy based arcade approach to the game, and if so,what were the strategies you used in order to achieve this change ?

Not only Zwei but also many other shooting games have a weakness that the game volume would be ended up being much less than any other game genre. I could agree with your comment that Zwei is easy for some players, but the fact was that there were many players out there who could not complete the very one before Zwei. So, one of our assignment for the next Panzer Dragoon title had to be easier.

Some of the theme for developing PDO are listed as follows:
- Showcasing on-rail shooting
- More game volume for the game play
- Anybody can clear the game to the ending sooner or later
- Also there are some certain challenges for advanced players
Some remarks listed above are even contradictory to one another, but one of the top creators mission today is that they must even triumph over such technical difficulties to release sophisticated game title out to the very competitive gaming industry.


20. Why you did not add any Live! options to Panzer Dragoon Orta?

We were supposed to plan out for implementing online into the game system, but the release timing of Xbox live did not match with a launch timing of PDO. Also, we wanted to focus on 1 play game good.


21. Surely, Panzer Dragoon Orta reached the most difficult aim: its huge fan base was not disappointed, moreover it was extremely satisfied with the quality and beauty of the game.
But, sadly, in order to eventually have a sequel, the most importanto bjectives are the sales figures.How do you consider the current situation of the world-wide sales (excluding Europe, of course).


It is dissappointing the fact that it is not selling as good as we expected. This is probably because it is hard for potential users to sense that how great the game is all about just through the magazine preview or media covers. I would say that PDO is the title which player must touch and play to understand what really fun about this game.


22. Sega is going through a really hard time,financially speaking. As one of Sega's subsidiary teams, do you think that this problem could interfere with the experimental mood that always distinguished it ? What are the objectives that Smilebit are planning for the future, above all on Xbox ?

The financial matter is not directory affecting our development motivation and our actual development potentiality. We as Smilebit are to seek for our potentiality and challenge to even higher level of over all quality. Also we are planning to release great game titles for not only Xbox but also other game consoles.


23. Panzer Dragoon Saga is considered, by the owners of the Sega Saturn who played it, one of the very few japanese RPG able to fight in equal terms with the now legendary Final Fantasy VII. Many of our readers are eagerly awaiting, hoping for a sequel. Would you give to your italian fans a little indiscretion, which would make them dream about it ?

Unfortunately, we have not yet define development plan for Panzer dragoon sequel for the future. Suppose we will release the sequel, and one thing for sure is that we will challenge implementing epoch-making game system. We are very happy to hear that Italian funs are very excited about Panzer sequel for the future.


Again two questions:

24. JSRF has been an innovation with a great gameplay; is there the concrete possibility to see a sequel on Xbox, maybe supported by Xbox Live ?

We are not planning to release a sequel of JSRF-Jet Set Radio Future, but we will definitely come up with some title that gives players a total new wave into the whole gaming industry.


25. Gun Valkyrie has been criticized for its excessived ifficulty and the low depth of the gameplay, which made of it a product exclusively made for a certain kind of target; could we consider it as a stand-alone project used as trialmaker for PDO, or the beginning of a new saga ?

Well, they are both Smilebit titles, but they are not related to each other. In their game system-wise.


[bye]
que pena que no sepa ingles [decaio]
me hubiese gustado muchisimo poder leer esta entrevista.
Escrito originalmente por PAL
[B]1. How did Smilebit feel about the cultural heritage of a saga that was born in beauty (Panzer Dragoon), lived in glory (Panzer Dragoon II), and then ended in myth (Panzer Dragoon Saga) ?


Joer, que pregunta tan bien construida [tadoramo]

It is dissappointing the fact that it is not selling as good as we expected. This is probably because it is hard for potential users to sense that how great the game is all about just through the magazine preview or media covers. I would say that PDO is the title which player must touch and play to understand what really fun about this game.


casual gamers, el cancer de esta industria :o


pd: Es cosa mia o los de Smilebit no saben mucho inglés :P
Si alguien lo traduce le envio unos sobaos como agradecimiento XD
It is dissappointing the fact that it is not selling as good as we expected. This is probably because it is hard for potential users to sense that how great the game is all about just through the magazine preview or media covers. I would say that PDO is the title which player must touch and play to understand what really fun about this game.
Que poco agradecidos son los casuals. Seguro que Shun Arai tendria una mas que interesante conversación con Warren Spector, tambien especialista en hacer grandes e innovadores juegos que luego no venden lo que se merecen.
tb se podrían añadir al saco fanboys que no lo jugaran por no comprarse una xbox.

¿alguna página que lleve las listas de ventas de todos los juegos ? en magic-box tienen una sección pero no puedes hacer busquedas.


PD:A ver si luego me animo y traduzco la entrevista, que todavía estoy un poco [maszz]
bueno, ya estoy bien despierto después de conseguir pasar la entrada de la nave covenant en "verdad y reconciliación" en legendario, que ya me ha costado [tomaaa]

pongo las 5 primeras:


1. ¿Cómo se sintió SmileBit sobre la herencia cultural de una saga que nació en belleza ( Panzer Dragoon ), vivió en gloria ( Panzer Dragoon II ), y que acabó en mito ( Panzer Dragoon Saga )?


Como SmileBit nos sentimos muy orgullosos del hecho de que las series Panzer Dragoon sean uno de los preciados activos entre los títulos de Sega.
Decidimos revivir éste título con gran dedicación a su predecesor que trajo ésta legendaria serie de juegos al mundo

Muchos fans de la franquicia Panzer Dragoon estaban realmente preocupados con la creación de un nuevo juego, porque concocían que Team Andromeda estaban ahora desperdigados en diferentes subsidiarias de Sega. ¿ Cuantos ex-miembros de aquel equipo han estado envueltos en Panzer Dragoon Orta?

Hay 3 miembros que han estado envueltos en todos los títulos de la serie Panzer Dragoon hasta Panzer Dragoon Orta. También hay 12 miembros que han participado desde el proyecto de Panzer Dragoon Saga


3. ¿ Sabe si Sega se planteó desarrollar un juego Panzer para Dreamcast? En ese caso, ¿ cuales fueron las razones que previnieron su creación ?


Nuestra mayor preocupacíón antes de desarrollar PDO era que queriamos lanzar una secuela de las series Panzer con una calidad sólida para mantener la imagen de gran título de las series Panzer Dragoon. Tb podría decirse que "usando" Xbox nos dió potencialidad casi indefinida para mejorar la calidad del título y mantener su rendimiento a alto nivel. La "coincidencia" del anuncio del lanzamiento de Xbox y el plan de proyecto de Panzer Dragoon Orta fue bien recibida para proceder con el desarrollo del título.


4. El año pasado, durante una entrevista, usted dijó que un shoot-em-up era el estilo perfecto para desarrollar en xbox. ¿ puede explicar su opinión sobre esa idea?


Para utilizar el gran poder de Xbox y optimizar ese poder hacia un sistema de juego de PDO, los "disparos" era el mejor género para incluir PDO. Tb, queriamos volver a la forma original que era "on-rail shooting" para revivir el título tras años de silencio.


5. ¿ Cúal fue su principal objetivo durante la creación de Panzer Dragoon Orta?


Nuestro principal objetivo era revivir las famosas series Panzer "para el mundo".

Esperabamos poder traer de vuelta un gran impacto/éxito no sólo a antiguos seguidores de la serie Panzer sino tb a nuevos jugadores.
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