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.





Iwata Asks: Sin & Punishment: Star Successor

Painful Memories

Iwata

It seems your experience developing Sin & Punishment for N64 was so painful it still causes you to sigh loudly. Could you tell us exactly what happened?

Nakagawa

Well, the crosshairs in an aim-and-shoot game move in 2D, but...

Iwata

The game world is in 3D.

Nakagawa

Exactly. You have to use 2D aiming to hit a 3D opponent with a bullet. I was like, "How am I supposed to do that?!" And that's how it all began.

Iwata

I see.

Nakagawa

So I tried a bunch of stuff, and eventually figured out how to hit enemies with bullets.

Iwata

I see.

Nakagawa

But then next... (makes a pained face)

Iwata

Next?

Nakagawa

The opponent's bullets wouldn't hit you.

Everyone

(laughs)

Iwata

Ah, opponents couldn't hit the player. (laughs)

Nakagawa

When the player character isn't on the screen, you can fudge it, but we were making a game with a visible player character, so there could be no fudging it.

Iwata

If it were just a little off, it would be unnatural and not feel right.

Nakagawa

That's right. So many painful memories... Like with the bosses, too.

Iwata

The bosses?

Nakagawa

Bosses have to be big so they make an impact. If they aren't...

Iwata

They're not a boss.

Nakagawa

Right. But in 3D, they're way back in the screen.

Iwata

Which is normal.

Nakagawa

When we put them on the screen, though, they were so small. We were like, "That's not a boss!" In reality, they were really big.

Iwata

They were really big, but looked really small.

Nakagawa

(with a pained expression) Yeah...

Iwata

What a problem. (laughs)

Nakagawa

Yep. In Sin & Punishment, you can get up close and attack, so I thought the bosses' large size would be apparent then. But up close, they were too big!

Iwata

(laughs)

Nakagawa

(with a troubled expression) They wouldn't fit on the screen.

Iwata

When one came close, you couldn't tell if it was a boss or something else.

Nakagawa

Right. You couldn't see anything but a big foot. You would think, "Well, this is probably a boss...but it's probably just a foot."

Everyone

(laughs)

Iwata

So many painful experiences.

Nakagawa

(nods in silence)

Iwata

When Sin & Punishment came out, I thought it was a very ambitious game. I thought, "They sure have big aspirations for the Nintendo 64!!" Nakagawa-san, were you originally the type to enjoy pushing boundaries?

Nakagawa

Yes. (firmly)

Iwata

I thought so.

Nakagawa

I like it...but it's hard.

Iwata

(laughs)

Maegawa

He's always been that way, challenging the hardware limits of the NES, and so on.

Iwata

In the days of the NES and Super NES, digging up uses of the hardware that weren't in the specifications and being pioneers was a sort of bliss for programmers.

Maegawa

That's right.

Iwata

I would get frustrated when I ran across something in another company's game that I had no idea how they had accomplished, but I would be pleased when I saw how surprised people were by something we had made.

Maegawa

I know what you mean. We continued on in that spirit when we made the Nintendo 64 version.

Iwata

So, Nakagawa-san, you kept your shoulder to the wheel and...

Nakagawa

Yes. Then we ran into a wall of colossal proportions. Not just trouble in programming, but in design as well.

Iwata

You had trouble, too, Suzuki-san?

Suzuki

Yes. In design, I remember having particular trouble with texture mapping.9

9 Texture mapping: Laying images on 3D objects to establish differences in textures and characters.

Iwata

With the Nintendo 64, the size of textures was severely limited. If you didn't contrive something clever when making the data, the processing speed would drop dramatically.

Suzuki

That's right. In order to avoid that, we tried things like removing bones.10 It was a matter of whether or not we could turn the constraints into a positive feature.

10 Removing bones: Decreasing the number of joints in a 3D model.

Iwata

By the way, there's a tendency these days for a large number of people to be involved in the development of a game, but at Treasure you do powerful work with small numbers.

Maegawa

Yes, I suppose so.

Iwata

I'm often surprised by what you accomplish with a team of such size. I have the impression that you make incredibly powerful games.

Maegawa

Well, we go about it rather frantically...

Nakagawa and Suzuki

(nod repeatedly)

Iwata

(laughs)

Maegawa

I basically hold the policy of letting the staff make the game however they like. But if, say, 30 people each tried to make what he or she truly liked, they would never agree on anything. Everyone would have their own opinion, saying, "This is what I want to do!" "The few and the proud" isn't just a cool-sounding philosophy. You really can't make anything with large numbers.

Iwata

With too many people, it just doesn't come together. (laughs)

Maegawa

Right. You need someone, like Nakagawa this time, to be director and programmer and pull it all together. That's why in the first stage of this project we had the absolute minimum staff—two programmers and two designers—make the game's core elements, and began with just a few people.

Of course, in the end more people were involved than ever before in Treasure's history.

Iwata

When those core elements were established, I had you show it to me, and even then I felt like it had substance.

Maegawa

As I'm sure you're well aware, back in the days of the NES, one person could make a whole game.

Iwata

That's right. Once upon a time, there was just one programmer. It was normal for the whole team to consist of only three people.

Nakagawa

Even now, Treasure is like that!

Iwata

(laughs)

Maegawa

Even today it's normal for three people to be a team at our company. That way they can do what they want and really make it stand out.

But it's not like that's the only reason I insist on my policy of working in small numbers. The reality simply is we don't have many people...

Nakagawa and Suzuki

(nods in agreement)

Iwata

(laughs) To put a good spin on it, you want to make the most of each individual's energy when making something.