Japanese Developers Comment on Xbox360
http://www.gamespot.com/news/2005/08/30/news_6132218.html
Japanese developers weigh in on Xbox 360
Game creators at Japan's top publishers reveal the ins and outs of
developing for Microsoft's next-generation console.
Even before the unveiling of the Xbox 360 in May, Microsoft made no secret
that it hoped for a better showing this time around in the Japanese market,
a region dominated by rivals Sony and Nintendo. Last month at the Xbox
Summit 2005, the company unveiled a long list of Japanese publishers that
have signed up as third-party game makers for the Xbox 360. Over the past
months, some better-known developers, such as Q Entertainment's Tetsuya
Mizuguchi and Game Republic's Yoshiki Okamoto, have talked about their
commitments to the Xbox 360, but there's been little opportunity to hear
from others on the development challenges and opportunities. The latest
issue of Famitsu Xbox features a series of interviews with the newly
announced third-party developers, who talked in-depth about what it's like
to make games for the next-generation console.
"When you consider the essence of video games, you can't take away its
graphics, sound, and interactivity. The Xbox 360 is the best solution [to
delivering the highest quality gaming] at the current time," said Tecmo
producer Tomonobu Itagaki, who is currently developing Dead or Alive 4 as an
Xbox 360 launch game, with three more games also under way in the future.
Other Japanese developers certainly agree with Itagaki, especially in terms
of graphics. The developers at Yuke's, best known for the WWE SmackDown!
series, are working on a new wrestling game called Wrestle Kingdom for the
Xbox 360, and the differences in the console's graphic capabilities are,
well, striking. Director Koji Ito and chief planner Shunsuke Katsumata
commented that the Xbox 360 allows a game's atmosphere to be considerably
more realistic than in previous consoles, which is due to the machine's
lighting-effect calculations.
"Self-shadowing effects contribute a lot to making a pro wrestling game,"
Katsumata said. "When it comes to pro wrestling games, trying to render the
wrestlers' muscles is really the key point. But up until now, we couldn't
even use a virtual self-shadowing effect due to hardware limitations."
But for the game creators, the Xbox 360's graphics are just the surface of
the new development experience. They explain there's much more to the
console than just high-definition graphics and new rendering formats.
Capcom producer Keiji Inafune, who's making the new zombie action game Dead
Rising, said the console offers plenty of potential, but how much of that
gamers get to see depends on how developers use its multicore architecture.
"I believe that we'll be seeing two kinds of games for a while after the
Xbox 360's launch," Inafune said. "Games that feel like something on
current-generation consoles and games that feel like they're Xbox 360
titles."
Despite whatever problems the multicore architecture brings up, the Japanese
developers interviewed in the magazine all seem to agree that the Xbox 360
is developer-friendly, with one of the main reasons being that the
development environment is based on Direct X. The developers also spoke
highly of the Xbox 360's development kit for its array of tools, including
Visual C++ programming support and flexibility in recycling the programs
that they've created.
"For example, if we had two projects going on, [the Xbox 360's development
environment] would allow us to take different program components created
from the two teams and merge them into a single software [application]. That
wasn't possible up until now," explained Cavia chief producer Takuya
Iwasaki, who is currently studying the console's hardware for an upcoming
project. "Also, once we create a game, we can take parts of it and build it
into a new game. So if we make a program to display an ocean wave, we can
use it again and again."
But even with Microsoft's development tools and strong technical support
(another aspect for which the developers had kind words), there are still a
number of issues game makers face. Many developers consider the system's
graphic capabilities "double-edged." The Xbox 360 can handle
much-better-looking graphics than previous consoles, but it also requires a
lot more effort in development.
"We had no intention to make Rumble Roses XX just a usual port. We were
hyped, saying to ourselves that we're going to make it a completely new
game," says Konami producer Akari Uchida. "But when it came time for the
actual development, we realized that the volume of data [for the Xbox 360]
would be one digit different [from current consoles]. The number of polygons
per character by itself is 10 times larger than current consoles. ... It's
as though we need to bring the quality graphics from prerendered movies into
the actual game."
What might be an issue for smaller publishers is trying to make 2D games,
which are still popular for handheld machines but are slowly disappearing
from the home console space. As SNK Playmore producer Soichiro Hosoya
explains, "The development tools are meant for 3D games, so it isn't any
easier to make 2D games for the Xbox 360." However, Hosoya added that he
expects 2D games to evolve with the Xbox 360 as well.
In terms of programming issues, one of the strengths of the Xbox 360,
similar to the current Xbox, is the ease of porting Windows programs to the
console. But surprisingly, porting programs isn't completely hassle-free,
says Square Enix programmer Yasuhiro Yamamoto of his experience with Final
Fantasy XI. "Windows PCs and the Xbox 360 have differences, so it'd be a lie
if we said there aren't any headaches [in porting programs]. Sound is one
example. The Xbox 360 uses a proprietary format, and it gave us a little bit
of confusion. A bigger point is the CPU. Windows uses Intel, while the Xbox
360 uses the IBM's PowerPC. Under certain conditions, the two companies'
CPUs will display programs in totally opposite ways. Flipping that around
took us some time."
From Software producer Masanori Takeuchi, who's been working on Enchant Arm,
a role-playing game slated to be an Xbox 360 launch title, said developers
will also be running into issues of storage space in the next generation.
While the Xbox 360 is a next-generation console, Microsoft decided to equip
it with a normal DVD reader rather than give it HD-DVD or Blu-ray reading
capabilities.
"The volume of data in Enchant Arms won't fit into a single DVD. It's an
RPG, so we're thinking it would be inevitable that we release it on two
discs," says Takeuchi. "But to be honest, that's even looking grim."
By Staff -- GameSpot
POSTED: 08/30/05 10:58 AM PST
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