http://ds.ign.com/articles/559/559957p1.html?fromint=1
IGN: What about (Spiderman 2) on a technical level?
Karthik: Well, yeah, take this with a grain of salt, of course, but on a technical level, Spider-Man 2 definitely seemed to shine. But you don't have to take my word for it.
Jorge: I think people were expecting to see a lot more intense use of the touch screen, because that's what everyone focused on with the E3 demos. Some of the previews I read mentioned that there were very good ideas, nothing spectacular, but that developers were starting to understand what the system can do and what we can do with it. A lot of the stuff I'm seeing is hit or miss. Some people might like it, others may not.
IGN: What about people saying "Wow, look what developers can do in five months on the DS!"
Karthik: (laughs) I think talking with other developers at the Gamers Summit, they seem to be pretty impressed with what we did in five months. Luckily, our next projects have much larger schedules, and thanks to Spider-Man 2 we now have an established set of tools to pull from and build off of. So really, the pressure's on for the next round of DS games. In general, Nintendo has done a really good job with development tools so developers can do some great titles in a short period of time.
IGN: So now that you know all the answers, are you happy with them? Is this a good platform to develop as a studio's business model?
Karthik: I think it could potentially be very good. It's certainly more expensive to develop for, compared to GBA. I mean, you could potentially do GBA-like games and cheap out, but it's not taking advantage of the hardware.*cough Urbz*cough* On the flipside, it's not as much to develop for as a console system, so that's a good thing. Hopefully what we'll see on the DS is selective, fewer titles, because we all remember that in the first few months of the GBA's life there were a TON of titles, and a lot of them weren't very good. That took away shelfspace from the good titles and made it very difficult for people to make money. What we're hopefully going to see is more innovation and more new ideas...and even new ideas on existing franchises.
Jorge: There's a lot of versatility to the hardware, with the two screens and its wireless multiplayer, stylus play. One of the best touchscreen ideas I've seen on the DS was Animal Crossing...I've played that on the GameCube, and you have to draw in places. And drawing is tough with the controller. So the hardware lends itself to some really great ideas. One of the biggest obstacles with us for creating multiplayer games for GBA was that it never felt like anyone was going to take advantage of the feature. I mean, you need two systems, two copies of the game, you needed to carry around a cable with you at all times, and you might not be in a place where you should have a cable sticking out of your system anyway.
Karthik: The install base for GBA link cables is small compared to the overall installed base of hardware, even with Pokemon. Pokemon players bought the cable, but the audience may not overlap all that much with the game you are creating for the system. Therefore, it's a small percentage of people playing multiplayer games on GBA. You end up compromising the multiplayer features because of it.
Jorge: Multiplayer is going to be a big deal on the DS, because it's just built right into the system. Pictochat right away gets you interested in linking with friends...
Karthik: And the Metroid demo is going to give people a taste of multiplayer gameplay on the handheld. And they're going to want more. That's going to be a big deal, because we can now go into a game proposal saying "We want to have wireless multiplayer." And there's going to be no question whether people are going to have the ability to play it or not.