Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



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Nintendo 3DS



Volume 4 : Ridge Racer 3D

The Original Racing Game

Iwata

Ridge Racer 3D allows players to enjoy battles against ghosts gained through StreetPass and it has a massive amount of content. It was first announced at the E3 201017, right?

Sakagami

Right. 17. E3 2010: Electronic Entertainment Expo 2010. A video game-related trade show held in Los Angeles.

Iwata

This may be a little straightforward, but I felt like some people may have been disappointed when they saw the first screenshots you released. I thought they got the wrong idea.

Sakagami

Yeah.

Iwata

But the closer we got to the end of development, the visuals improved. Even I wanted to say, "If you could make it look this good, why didn't you do it sooner?" (laughs) And I've thought that about the other games in the series sold on other hardware as well. The Ridge Racer team really takes off in the latter half of development. Why is that?

Sakagami

Well, to put it bluntly, the staff members are humble folks. They're no good at bluffing.

Iwata

You mean they don't want to release a screenshot they may not be able to deliver on?

Sakagami

Right.

Iwata

Oh, they're honest! (laughs)

Sakagami

Yeah. Too honest. Even I get mad about it. The Ridge Racer team tends to want to release something right from the midst of development. Like it's a progress report! (laughs)

Iwata

(laughs) They release screenshots like they're reporting the project's current state. But your explosive progress toward the end is really incredible. How can you make something like this in such a short time?

Sakagami

The first thing that we do when developing a Ridge Racer game is make a solid game system environment to serve as a foundation. Then we're like, "We can do this," and "Let's put in this." At the same time, we prepare for the visuals and so on, and then toward the end we put it all together at once.

Iwata

But doesn't that make you nervous as the producer?

Sakagami

Of course! I'll ask how it's going and they'll tell me to wait and see the last three days. I'll think, "Nothing's going to change in three days!" but then three days later, there will be a clear difference. That happens a lot.

Iwata

I've heard from people in the Licensing department that the same kind of thing happens right before shows.

Sakagami

Yeah, it does. (laughs)

Iwata

I guess that's just a characteristic of the Ridge Racer team. (laughs) So you packed everything into Ridge Racer 3D at the end of development. What do you recommend to players?

Sakagami

This time, we got back to basics in developing Ridge Racer 3D.

Iwata

What exactly are those basics?

Sakagami

As mentioned earlier, we want a game that will sweep you up in its speed. There are other racing games, but most are driving games or simulation games, and they have their own appeal, but…

Iwata

Ridge Racer isn't an exactly accurate and true to life physical simulation, but rather it puts the sense of speed first. You dare to pursue that aspect in order to strengthen the sense of immersion and the enjoyment by, for example, intentionally applying unrealistic graphics where you could actually make them look photorealistic.

Sakagami

Right. Ridge Racer began as an arcade game, and I view it as the origin of racing games. I've tried to pack in everything that's fun about racing games, so I want players to fully enjoy the sense of speed that is the basic component of a genuine racing game.

I also hope they'll use StreetPass to race ghosts at their own convenience and gather up lots of points. We tested the StreetPass feature at the company, and it was incredibly pleasing when the green light of the Nintendo 3DS system came on. So pleasing, actually, that it was mystifying. (laughs)

Iwata

I suppose it's exciting to know that there's someone there whose face you can't see, but you were with that person at the same place at a certain time.

Sakagami

Yes, I really think so. And you know that person likes the same thing that you do. It's pleasing simply to know that such a person is there.

Iwata

Right.

Sakagami

And there's something I've been wondering if I should bring up.

Iwata

Yes, what is it?

Sakagami

A little while back, I was talking with someone who was involved with the music for THE IDOLM@STER, and we started talking about Ridge Racer for the Nintendo 3DS system. And that person was such a fan that he said he was going to buy it right away. When I asked what he liked about it, he said it's because he can play Ridge Racer even with his eyes closed!

Iwata

With his eyes closed?

Sakagami

Yeah. He's involved with music, so after he's done the course a few times, he can memorize the course by its background music.

Iwata

Wow!

Sakagami

For example, when certain music plays, he knows there's a corner. That's an extreme way of playing, but you can play the game that way, too. But then you wouldn't be able to enjoy the 3D! (laughs)

Iwata

(laughs) That's why you hesitated to mention it.

Sakagami

Yeah. So first get your fill of the 3D world and then try other ways of playing it!

Iwata

And you want players to see how substantial the cars feel in 3D.

Sakagami

Yeah.

Iwata

I feel better having talked with you today, because now I know how the same person can produce both Ridge Racer and THE IDOLM@STER! (laughs)

Sakagami

Thank you! (laughs) When I was in high school, I wanted to become a manga artist. I even had a part-time job at an anime studio. I suppose that's another reason I came to work on such an anime-style game.

Iwata

It's all connected. Nothing in life goes to waste. (laughs)

Sakagami

Yeah. (laughs) But just when I was doing them, they didn't do any good to me then.

Iwata

But it all proved handy in the end, right?

Sakagami

Even though it took forever! (laughs)

Iwata

Thank you for the fun conversation today.

Sakagami

The pleasure is mine.