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IGN - Interview with Treasure

koam

Member
http://ds.ign.com/articles/650/650604p1.html

[ IGN enters the interview room in the basement reception area of Treasure and takes a seat, having sampled Gunstar Super Heroes for a few minutes ]

IGN: Is that going to be playable at TGS?

Maegawa: Yes.

IGN: Is the game complete?

Maegawa: We've already finished the master version.

IGN: Finished? So that means you'll give me a copy to take home today, right?

[ ... silence ]

IGN: Uhh... moving on.... First off, I'm going to ask a shocking question. Gunstar Super Heroes is a sequel, and Treasure isn't usually known for making sequels. During the 32-bit generation, the company didn't have any sequels at all, and now with GBA, you have Guardian Heroes Advance and Gunstar Super Heroes. So what's up?

[ everyone in the room laughs about about how often Maegawa is asked this ]

Maegawa: There are two things that we have to do to make a sequel. First, we have to gather the original's development staff. This time, we had a chance to gather the staff of the original Gunstar Heroes, so that's why we made Gunstar Super Heroes. The next step is, I speak with team members and ask them what they want to do. There was an opinion from the team -- they wanted to make a sequel to Gunstar Heroes.


[ SEGA agents go on to explain that, contrary to popular belief, Treasure doesn't actually have a policy of not making sequels ]

IGN: Why did you chose the GBA instead of the PSP or DS, both of which are more powerful.

[ This is apparently another question that Maegawa gets asked often ]

Maegawa: We wanted to make a completely 2D game.

IGN: So do you feel that the Game Boy Advance is the place for 2D games, compared to the PSP and DS?

Maegawa: DS would have also been okay, but development started quite a ways back, when there wasn't any information about the DS.


IGN: How long has Gunstar Super Heroes been in development?

Maegawa: It's taken three years. Initially, we started off the project with a small number of people, and towards the end we gathered more people together. It's not the case that we were in crunch mode for three years.

[laughter]



Mr. Maegawa is the boss of Treasure.

IGN: Gunstar for the Genesis, your first project as Treasure, had a tiny development team with just seven staff members. Does the same hold true for GSH?

Maegawa: We initially started with three people for the first one or two years. Towards the end, we had about ten people working on it. So, maybe you can say expanded.

[laughter]


IGN: A lot of games today have a staff in the hundreds and budgets of over 10 million dollars. Do you prefer making smaller games with small teams or would you rather work on a larger project?

Maegawa: Our concept for creating games is to call upon the characteristics and originality of all team members. When making a big title, you just can't do that.


IGN: Do you personally work on the games yourself anymore, or do you have more of a management role?

Maegawa: I don't program anymore. As far as direction, I'm not really the person for that. I now do things like negotiations and so-forth.


IGN: Getting back to Gunstar, what was the main focus in going from Gunstar Heroes to Gunstar Super Heroes?


Maegawa: We, first off, wanted to focus on the visuals -- we use 3D for some areas. We also wanted to create many different stages. Also, instead of creating just a shooter like the original, with this title we added score attack features and time attack features. These features give the user a challenge -- they have to use skills to play.

IGN: Of course, bosses are a big factor in Treasure's games. What kind of bosses can we expect from GSH?

Maegawa: Including Seven Force, we have different bosses for this title. From the first stage, you can see the multi-jointed bosses. There are many super bosses.

[A note for the young ones. Seven Force is the boss of the underground mine level in Gunstar Heroes. It gets its name because it goes through seven transformations before you finally manage to defeat it (unless you play normal mode where you get just five transformations). The forms are all multi-jointed, screen-filling, wildly rotating beasts that still look cool today -- and look even cooler in the new form in which they appear in Gunstar Super Heroes on Game Boy Advance.]

IGN: "Super" bosses, eh? Does that mean that Seven Force has more forms now -- like Ten Force?

[laughter]

Maegawa: There was actually some talk of doing that. In the design document, we have "Seventy Force" written, along with drawings for all seventy transformations. To make [Seventy Force], it would probably take a year though.

[laughter]

Maegawa: Actually, we originally [referring to the original Gunstar Heroes] created Seven Force as "Five Changer." But during development, we realized that maybe Seven Force would be better.

If we had one more year to develop this game, maybe we could do Seventy Force.

[laughter]



GBA sequels: Advance Guardian Heroes & Gunstar Super Heroes

IGN: What kind of things do you consider when designing a boss?

Maegawa: If we say "multi jointed" boss, it sounds like a robot. But we don't want to make things look like a robot -- the movement is not smooth. So, we think about implementing animals or humans in the bosses.


IGN: Gunstar Super Heroes is single player only -- why is that?

Maegawa: When you're working at pushing the Game Boy Advance technology to the limits, if you have a two player mode, you have to get rid of things, lessening the number of enemies for instance.

IGN: So you're maxing out the single player experience. Would you say you've maxed out the GBA?

Maegawa: Definitely.

IGN: So will this be your last GBA game?

Maegawa: It's very likely that this will be the case [laughs]. Likely.


IGN: Treasure does a lot of stuff with Sega in terms of publishing. Do you prefer working with Sega?

Maegawa: In our first three years, we worked only with Sega, so we know people at Sega. It's easy for us to work with them -- more comfortable.

[A note for the young ones: Sega published most of Treasure's early Genesis games like Gunstar Heroes and Dynamite Headdy, although the company has expanded since then and now works with many companies, including Nintendo, Bandai and Konami. Treasure itself is a completely independent developer. ]



Atro Boy came off quite well in the hands of these guys.

IGN: Bleach is another Sega published Treasure title. Is this your first DS game?

Maegawa: Yes.


IGN: It resembles an older four player simultaneous fighting game from Treasure -- Yu Yu Hakusho -- which I played every day in college instead of studying. Is it by the same people?

Maegawa: It's not exactly the same. However, the game system is similar to Yu Yu Hakusho, so people might think they're similar.


IGN: Bleach uses the touch pen only minimally -- for switching characters and selecting items. Outside of Bleach, what other ideas do you have for using the touch pen?

Maegawa: When the plans for the DS came our way, we had quite a bit of talk about ways to use the touch pen. To be somewhat straight, using the touch pen results in a very specific type of game. We tend to make concepts for games that are played with the D-pad and buttons. We'll use the touch pen, but only at the level where people who want to use it can use it. In general, we'll complete a game, then add touch panel support as bonus features.


IGN: Treasure makes a lot of action and fighting games. Have you ever wanted to make an RPG, or something with a story?

Maegawa: We have a small staff, so we probably couldn't make an RPG. Also, the field we excel at is action and shooting. We feel that it's good to compete in the area that you're good at.


IGN: It's been announced that you're making Xbox 360 games, and we've heard some buzz that your first game for the platform will be 2D. Can you tell us what you can do with 2D games on a powerful system like Xbox 360?

Maegawa: Your information is incorrect. (THE BIG FU)


IGN: Ahh... well, in general, if you were to make a 2D game on the Xbox 360, what could you possibly do with all that power?

Maegawa: For making a completely 2D game, the Game Boy Advance and DS are fine. For next generation systems, including Xbox 360 and others, we'd do 2D with polygons -- that is, the visuals are 3D, but the game play is 2D.


IGN: Closing up, and going back a couple of questions, the reason I asked if you'd be making an RPG or a game with story is that Treasure's characters are really cool. Do you have plans to expand your characters via tie ups with toys or anime.

Maegawa: We don't have that in mind. Of course, among people who make games, characters are important, so there are many places that have plans for character goods and so forth, but I actually don't think about this all that much. We want to make games, rather than gradually build up the characters, so we don't have that in mind.

IGN: Alas... this interview will be ending on a sad note.

Maegawa: [laughing] We may make some goods for promotional purposes, but that's about it.

IGN: Here's my business card with my address. Yoroshiku!

Maegawa: Understood.
 
Hopefully we get more 2D Treasure goodness on the DS. It sounds that they think it also is the last safe haven for pure 2D gaming.
 
As much as I love sprites, for anything that's not a fighting game doing 2.5D with polygons on a 2d plane is perfectly fine IMO. Contra SS, Gradius V, Klonoa 2, DK:JB, Chain Dive (game sucked but it showed Bionic Commando can be done), etc... have shown this to be true.

Doesn't work quite as well with fighters because of the hit detection difference, but yea I like my 2.5D and companies like it too since it takes less resources than doing a full 2d game these days.
 
Maegawa: When the plans for the DS came our way, we had quite a bit of talk about ways to use the touch pen. To be somewhat straight, using the touch pen results in a very specific type of game. We tend to make concepts for games that are played with the D-pad and buttons. We'll use the touch pen, but only at the level where people who want to use it can use it. In general, we'll complete a game, then add touch panel support as bonus features.

<3 <3 <3
 
I didn't like the interview... the relationship between VG Developers and publishers and the press is already incestual enough, without interviews where the press member just verbally fellates who he was speaking to for a half hour.
 
IGN: Bleach uses the touch pen only minimally -- for switching characters and selecting items. Outside of Bleach, what other ideas do you have for using the touch pen?

Maegawa: When the plans for the DS came our way, we had quite a bit of talk about ways to use the touch pen. To be somewhat straight, using the touch pen results in a very specific type of game. We tend to make concepts for games that are played with the D-pad and buttons. We'll use the touch pen, but only at the level where people who want to use it can use it. In general, we'll complete a game, then add touch panel support as bonus features.

Even Maegawa knows the stylus is limiting and worthless for proper game design.
 
1UP: Looking towards the future, we know you like to make 2D games, but we know you're working on games for the Nintendo DS and the Xbox 360. Would you care to comment on these at all?

We're going to have a fighting game called Bleach for the DS, based on the manga. Completely 2D! [laughs]

gave a different answer
 
SaucerEyedMurder said:
It's like an attention starved housecat that wanders around meowing at everyone to pet it.

what, the touchscreen? the comparison is a bit obscure and insufficiently negative, but ok!
 
i still don't know why the slavers are turkish, particularly. turkey have been pushing hard for eu membership, you know. i don't think they'd like your arbitrarily imputing turkish citizenship to hypothetical slave traders. :lol
 
GDJustin said:
I didn't like the interview... the relationship between VG Developers and publishers and the press is already incestual enough, without interviews where the press member just verbally fellates who he was speaking to for a half hour.

I'm sick to death of people saying things like this whenever an interview comes up. (People here have made similar remarks with regard to the developer interviews in Play magazine, and I don't agree with them, either.) This interviewer hardly seemed to be fawning over Maegawa. The questions (and answers) were interesting. What would you have preferred, a 'hardball' Q-and-A session where the interviewer grills Maegawa, studiously refraining from expressing any appreciation for Treasure's output and demanding a public accounting for every misstep they've ever made? ('You owe our readers an explanation for Stretch Panic. What were you thinking? Explain yourself!') Maybe you'd find that 'interesting reading', but I'd rather see more conversational interviews, myself.
 
GhaleonEB said:
Well this thread took an interesting turn.

well it wasn't a total non sequitur: http://forum.gaming-age.com/showpost.php?p=1884534&postcount=35 what a strange little man, though.

and i don't think the interview is inappropriately fawning. hackneyed ideas about TOUGH INVESTIGATIVE JOURNALISM shouldn't prevent an interviewer from expressing his admiration for a creative person. game journalists are in no way woodward or bernstein. if you'll allow me to be generous, game journalists are a little bit like book reviewers. and when a book reviewer gets to interview an author he likes, he is generally nice.
 
Tellaerin said:
I'm sick to death of people saying things like this whenever an interview comes up.

It doesn't "always" come up when interviews are posted. I've read 100 threads about interviews on GAF, and 100 more on other boards without the issue coming up. That's because THOSE interviews weren't fawning over the person they were speaking to.

Edit - Alright, I think you misunderstood me. Obviously a TOUGH interview isn't called for here. I just felt like it read too much as a puff piece.
 
IGN: Finished? So that means you'll give me a copy to take home today, right?

[ ... silence ]

"Hey IGN, Lick My Tiny.Yellow.Balls!"

Nice try though. Microsoft finally realized how 1337 it is to have some treasure games on your console.
 
Time and Score Attack. fuck yes.

Drinky Crow said:
Even Maegawa knows the stylus is limiting and worthless for proper game design.

truth. they know well enough to not design an action/shooting game around a touch screen. makes perfect sense to me.

japtor said:

he's right though. the 1UP interview is a lot better.

im sure it has something to do with the way the interview was written but the 1UP guy comes off as much less annoying.

i dont know exactly what about the IGN interview irked me, but i didnt care for it. i dont agree that the interviewer came off overly fawning over Maegawa, but to me seemed rather irratating and somewhat ill-informed. (the Treasure never does sequels shit is OLD)

the digging for free shit came off as tactless as well.

partly the fault of the way its written maybe, but then that's a problem.

Jonnyboy117 said:
Dur. I played GSH at E3 and really didn't care for it, but I'll give it another shot when it's released.

good luck with all that.
 
I hope the 360 game isn't based on another anime license. Though I guess I wouldn't mind another game based on a Tezuka character.

I couldn't bring myself to do more than skim the 1up piece. It was pretty much like every other gaming interview ever written. The IGN one wasn't great, but at least it didn't make me feel like I was reading a text book.

And what's with all the 1up guys constantly linking to their site? It feels like every third thread I click on has a 1up writer pimping their news stories, features, or blog. It's pretty obnoxious.
 
Daigoro said:
as obnoxious as begging for free shit when you are interviewing the head of a company?
If Anoop starts posting links to his failed attempts at humor all over GAF then yeah, it'll be obnoxious. But I don't visit IGN, and their presence on here is confined mainly to threads devoted to their latest review scores or McGriddles-level embarrassment. So to me their writers are just harmless and amusingly inept, rather than annoying shills who keep suggesting I check out the hot shit they just posted on their blog.
 
Rummy Bunnz said:
And what's with all the 1up guys constantly linking to their site? It feels like every third thread I click on has a 1up writer pimping their news stories, features, or blog. It's pretty obnoxious.

It's especially obnoxious that the GAF mods seem to turn a blind eye to it, most likely because a couple of them are looking to be employed there. Not that I even really mind people linking to sites, but if it's going to be a bannable offense when it's kids with fansites doing it, that rule should probably extend to the "professional" sites too.
 
Rummy Bunnz said:
If Anoop starts posting links to his failed attempts at humor all over GAF then yeah, it'll be obnoxious. But I don't visit IGN, and their presence on here is confined mainly to threads devoted to their latest review scores or McGriddles-level embarrassment. So to me their writers are just harmless and amusingly inept, rather than annoying shills who keep suggesting I check out the hot shit they just posted on their blog.

bobbyconover said:
It's especially obnoxious that the GAF mods seem to turn a blind eye to it, most likely because a couple of them are looking to be employed there. Not that I even really mind people linking to sites, but if it's going to be a bannable offense when it's kids with fansites doing it, that rule should probably extend to the "professional" sites too.

i see. i didnt realize it was going on to this extent. i also didnt realize that other people were banned for linking to their own sites. lame.

i still prefer the 1UP interview though. i followed a link from Treasure Fanpage, not the one posted here. :)
 
I'll take any and all Treasure media as I'm fairly fannish about them myself.

I also think that the video game "journalism" field is rather fannish as a whole and sometimes judged by a standard that it has never bothered to enforce as a hobby driven, marketing tool. Which I don't mean as an insult.

One last gripe...this is a fansite on the internet...why wouldn't we favor any and all links to more media of the games? Are we so worried about the integrity of the site and viral marketing that we are more harmed by being momentarily exposed to a 1up blog or amateur review page than we are of the constant e-penis battles over consumer platforms or MGS timelines? Give me a break.
 
I had no idea that Bleach DS was being done by treasure... and similarities to Yu Yu Hakusho?!
 
Delay Gunstar Super Heroes and make this 'Seventy Force'. That would....yes, I think that would create the greatest moment in gamesplaying history.
 
Luckett_X said:
Delay Gunstar Super Heroes and make this 'Seventy Force'. That would....yes, I think that would create the greatest moment in gamesplaying history.

They should make an arcade shoote rdevoted entirely to fighting Seventy Force. That would rock so hard.
 
bobbyconover said:
It's especially obnoxious that the GAF mods seem to turn a blind eye to it, most likely because a couple of them are looking to be employed there. Not that I even really mind people linking to sites, but if it's going to be a bannable offense when it's kids with fansites doing it, that rule should probably extend to the "professional" sites too.

I know what you mean. I also find 1UP's take on blogging as a whole to be extremely annoying. I'm especially bothered by how they use random bloggers that happen to be cute girls as poster children for their site. I suppose its a no-brainer, but are these people getting compensated monetarily?

Then there's the issue of how much free reign can someone have when they are talking about their job on a forum that's being powered by their boss. Not to say that everyone involved are just corporate mouth pieces, its just that.... it all feels a bit fishy if you catch my drift.
 
bobbyconover said:
It's especially obnoxious that the GAF mods seem to turn a blind eye to it, most likely because a couple of them are looking to be employed there. Not that I even really mind people linking to sites, but if it's going to be a bannable offense when it's kids with fansites doing it, that rule should probably extend to the "professional" sites too.

Oh yes, let me introduce our new editors WasabiKing, sp0rsk, and bishop!

Drinky Crow was too expensive.

Also, last I checked, you don't have to click on links. I very rarely ever start a thread pimping something on 1UP (maybe once or twice), and when I do, I'm also hoping to engage in conversation with GAF about it. I dunno, I'd like to think I'm more than just a viral marketer on this forum. I dunno, if it's fucking everybody's shit up, then mods please PM me and we will go away!

Edit:

Fortninety said:
I know what you mean. I also find 1UP's take on blogging as a whole to be extremely annoying. I'm especially bothered by how they use random bloggers that happen to be cute girls as poster children for their site. I suppose its a no-brainer, but are these people getting compensated monetarily?

They read the end user license agreement when they created their blogs, I hope. :) No, we don't pay them, but then again, they actually LIKE their blogs to be on the front page. Holy shit, imagine that!

As for your comment about the editor blogs... huh? It's not a mandate that every editor needs a blog or that every editor needs to update theirs on a regular basis. It's completely voluntary, and as such, much of the censorship is often self-censorship. Yeah, we'd like to say Game X is a piece of shit, but hey, we're under embargo, so we STFU. Or, we're not under embargo and we actually do say it. But to say that there's some sort of "fishy" corporate conspiracy... in fact, I don't even know what you're trying to say. :)

As an example as to the candid nature of these blogs -- Jeff Green, EIC of Computer Gaming World recently posted a rant about how fucked up it is that Vivendi wants us to review F.E.A.R. in their offices and on their rigs, even though we requested that we bring our own laptop for the review (and they can even watch us install and uninstall the game). We put the blog on our front page and 'lo! came the calls from PR folks. They were so pissed we had to eventually take it off the front page, but we didn't take down his blog.

Anyway, I'm not sure if that's the kind of response you were looking for, but there it is.
 
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