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

Like Jazz Sessions

Iwata

Yamagami-san and I had actually been talking for some time about making Sin & Punishment for the Wii console.

Maegawa

Huh? Really?!

Yamagami

Yeah. (laughs)

Maegawa

I was surprised when I got a reply a mere three days after submitting the proposal. It can take up to a few months to hear results, so I was telling these two to take it easy.

Nakagawa and Suzuki

(nods)

Yamagami

When I received the proposal from Maegawa-san, I was really pleased with it, but I didn't get to discuss it with Iwata-san until three days later.

Iwata

If I'd been able to meet with Yamagami-san the same day it arrived, I would have approved it that very day.

Maegawa

Really?!

Everyone

(laughs)

Yamagami

Three days later, I went to Iwata-san in a state of elation. I was like, "It's here!", "Let's do it!"

Maegawa

Oh, I see.

Iwata

That was how we here at Nintendo decided to do it, but what made you at Treasure decide to do a Wii version of Sin & Punishment?

Maegawa

Like I mentioned earlier...

Iwata

The Wii Remote got you started.

Maegawa

The weapon that appears in this game is called a Cannon Sword. It's a gun and a sword, so slashing and shooting are the basic operations. We thought the Wii Remote was perfectly suited to those actions. I thought you could aim with the Wii Remote and use the Nunchuk to move the player character, so I started bugging these two about using that method for a Sin & Punishment sequel.

Iwata

How did you feel about that Nakagawa-san?

Nakagawa

As I mentioned before, I recalled my hardship with the Nintendo 64 game.

Iwata

You'd been traumatized.

Nakagawa

(nods in silence)

Iwata

(laughs) You couldn't just dive right in.

Nakagawa

Nope.

Iwata

Maegawa-san, how did you convince him?

Maegawa

He had originally said he wanted to do it.

Nakagawa

I wanted to, but...

Maegawa

He definitely didn't say he was against it.

Nakagawa

(nods quietly)

Maegawa

Then, when I said, "Let's do it," he was like, "I want to, but it'll be hard, so just hold on a sec..."

Iwata

It took a little time for him to come around. Suzuki-san, what did you think when they approached you about this project?

Suzuki

Actually, I hadn't been involved in video game production for some time. Development methods had changed so much, and making a new title or original had become so hard that I wouldn't have minded never making another video game.

Iwata

I see.

Suzuki

I also work in illustration and manga. But since Nakagawa-san was going to be director, I thought it might be all right.

Iwata

Why is that?

Suzuki

He knows the technology and works painstakingly hard, never giving up no matter what happens.

Iwata

He sticks it out to the very end.

Nakagawa

(shakes head no)

Iwata

(laughs)

Yamagami

I told Treasure I definitely wanted Suzuki-san to participate. I knew he wasn't there anymore, but I wanted the sequel to preserve the taste of the original.

Maegawa

When you change designers, the style changes, resulting in a different game. That was something we couldn't let happen.

Iwata

When Suzuki-san joined the staff, how did you kick off development?

Nakagawa

I told Suzuki-san to draw whatever he wanted.

Iwata

Huh? Is that really what you said?

Maegawa

We do that a lot at our company.

Suzuki

Yeah, a lot.

Nakagawa

(nods agreement)

Maegawa

All the time.

Iwata

(laughs) I think that's unusual for a director. This relationship is interesting to know that things don't fall apart working that way.

Maegawa

Drawing up detailed specifications and developing strictly in line with them is also all right. When you do that, the finished product will turn out fine, but it will hardly be anything more than what was in the specs.

Iwata

Ah, I see.

Maegawa

Especially for action and shooting games that occur in real time, there's an element of running them to see what happens. First you've got to get them moving and actually try them out. As you make repeated improvements, they rapidly get better.

Nakagawa

But, you know...we've known each other for quite a long time now. When we first started working together, I did request some very specific illustrations, but...

Iwata

But?

Nakagawa

He always gave me something completely different than I'd asked for!

Everyone

(laughs)

Iwata

In other words, it doesn't do any good to ask for anything specific? (laughs)

Nakagawa

(nods)

Suzuki

I was just giving them my own little twist.

Nakagawa

But that probably goes for me as well. When someone says, "Here, I made this model, now move it so it looks cool," as a programmer, I do it the way I want.

Suzuki

And it can be fun to see movement that wasn't specifically requested, right?

Iwata

In other words, both designers and programmers ad lib off of each other, like, "Oh, that's what he did? Then I'll do this..."

Nakagawa

Right, right.

Suzuki

Right, right.

Iwata

It's like a jazz session. Is that how Treasure develops games, Maegawa-san?

Maegawa

I think that's exactly it. Unless each person is working independently in their own function, we never move forward.

Yamagami

That's why you always tell me to wait until it's done.