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Interesting questions about Ninety Nine Nights?

So we have a very large interview with Miz coming up... most of it is already done just recently but we're meeting again this week to add even more to the interview and the focus will be N3, so if anyone has any burning questions for him, please let me know here right away! As always, I appreciate your help! :)
 
I wonder if online multiplayer would be possible in a game like this.
The split screen multiplayer in DW/SW was great fun but 4 player would be even better especially with the thousands of enemies on screen at one time with 99 Nights.
 
How about the environments? Will they be mainly flat like the ones in KUF or more varied? I'd really like to see scottish highlands-like combat fields :-)
 
How does it play? Considering it's coming from the man that gave us Lumines and Meteos (and more), should we be waiting for some surprises?
 
To Miz: In your recent online chat for Lumines you mentioned how you wish to convey some special messages to the user. Now N3 is a very expansive and epic game where conveying a message will be very easy, do you worry about being cliche? Would you embrace a cliche message with your own artistic take and influence, or prefer to convey more subtle messages? Whatever your approach is, what are the design difficulties that you've encountered in conveying those messages (especially if it's a subtle thing)?


edit: I'd just like to say that I hate all of you ingrates that ask such STUPID questions, questions that a few weeks or months of patience will answer by playing the damn game, or waiting for a press release. Asking the creator of the game about his creation philosophies can only be done by ASKING him, and interview time with him is limited. Don't waste that on STUPID FRIGGIN QUESTION PLEASE!
 
Will the characters' skills be customizable, in the same way an RPG is? Say there's a selection of skills per character a player could select, or are the skills predetermined for each particular character?

Game length?
 
To Miz: Many gamers nowadays request variety in the way the enemies they fight look and act. With N3 where there are thousands of enemies on the battlefield introducing variety in the enemies becomes a very difficult task. Furthermore, looking at games like Metal Gear Solid and Shadow of the Collusus those developers concentrated on a small number of key characters and breathed life into them with the utmost care and attention. How have you tackled the challenge of balancing variety in your characters with their quality?
 
rastex said:
edit: I'd just like to say that I hate all of you ingrates that ask such STUPID questions, questions that a few weeks or months of patience will answer by playing the damn game, or waiting for a press release. Asking the creator of the game about his creation philosophies can only be done by ASKING him, and interview time with him is limited. Don't waste that on STUPID FRIGGIN QUESTION PLEASE!

Please listen to this man. Hearing his inspirations and struggles with development of ideas and implementation is infinitely more interesting than hearing about how many enemies we can expect to see on screen at any given moment for the nth time.
 
To Miz: Many of your games over the past years have been very abstract with broad international appeal. This makes sense because music has played such an influential role in the games and the music used has been of the techno variety which is very international. N3 is almost the complete opposite of this design focusing on a very real and human cultural atmosphere and image. So far that cultural image has appeared to be heavily eastern influenced, are you going with an entirely eastern cultural style, if so, why is that? If not, what international cultural influences are you going to inject, and how are you mixing them together, and what challenges have you faced with that?
 
To miz: Your game has always been unique, what kind of uniqueness will we see in the game? how will you set this apart as a mizuguchi's title and not just another action game? What kind of personal touch are you bringing to the game?

(however you want to put it, I suck at making questions...)
 
To Miz: Being a collaborative studio, for N3 Q? Entertainment is working with Phantagram in Korea and also a close relationship with MS Game Studios in Japan and probably America as well. Has it been difficult to maintain a consistent design and feel during the creation of the game when all these different forces are working together? Have their been any benefits or drawbacks that you never expected that have emerged from working in this collaborative style?
 
To Miz: The gameplay in your latest games have been heavily influenced by music. How will N3's music play a part in how you play the game?
 
segasonic said:
Rastex: He wanted you to ask a question, not to write a novel ;)

I think it's pretty obvious that I really respect him and think he's a really friggin cool guy. :)



To Miz: What has been the most fun thing for you about creating N3? What has been the most satisfying? What has been the scariest?
 
To Miz: This game is your first time (I think...) leading the creation of an action title, especially one of this scale. What skills and lessons did you learn in the creation of this title, and how did your experiences in action puzzle games help you in the creation of N3?
 
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