Blazblue: European launch interview with United Zen CEO Tomo Ohno: Unterschied zwischen den Versionen

(Die Seite wurde neu angelegt: „= Interview = == Introduction == {| cellspacing="1" style="width:700px;" |This interview was conducted on march 3rd 2010, during the course of a press event in C…“)
 
 
(14 dazwischenliegende Versionen von 3 Benutzern werden nicht angezeigt)
Zeile 3: Zeile 3:


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|This interview was conducted on march 3rd 2010, during the course of a press event in Cologne, held by Headup Games, the German publisher of Blazblue: Calamity Trigger. The interview was conducted by Adrian Ruth (Kuroko) and David Huggele (ATG) for HardEdge www.hardedge.org, the biggest German Fighting Game community. Before the interview, Tomo Ohno held an introductory speech and outlined Zen United's work in Europe, emphasizing that the late European release of Blazblue: Calamity Trigger is necessary in order to gather feedback about the market, which ArcSystemWorks isn't accustomed to yet.
|This interview was conducted on March 3rd 2010, during the course of a press event in Cologne, held by Headup Games, the German publisher of Blazblue: Calamity Trigger. It was conducted by Adrian Ruth (Kuroko) and David Huggele (ATG) for www.hardedge.org, the biggest German Fighting Game community. Before the interview, Tomo Ohno held an introductory speech and outlined Zen United's work in Europe, emphasizing that the late European release of Blazblue: Calamity Trigger is necessary in order to gather feedback about the market, which Arcsystem Works isn't accustomed to yet.
|}
|}


= interview Topics =
= Interview Topics =
 
 
== Balance @ Arcsystem Works ==
''[Note: I had to reconstruct this question from memory since we didn't tape this part - ATG]''<br/>
'''Hardedge:'''
{| cellspacing="1" style="width:700px;"
Arcsystem Works is famous for their well-balanced games. Can you tell us how the balancing process works, in general? There are of course the location tests in Japanese arcades, and your own debug testers. But who is the first person to make balance decisions?
|}
 
'''Tomo Ohno:'''
 
As i mentioned before (he is talking about his introductory speech here), whenever somebody is needed in some position at Arcsystem Works, he just fills in, there is a sense of making decisions together. It's the same when it comes to balance - we usually meet and discuss important topics together. Everybody has the right to say or present something, including all the testers. In fact, in one of those meetings, the producer of BlazBlue introduced Noel, which was his own design, and it actually dates back 10 years. He really likes that character, that's why there are almost no panty shots of her (laughs).
About the location tests: Not many people know this, but we actually taped every single match that was played at the location tests, and later evaluated them. It was over 40 hours of video.


== PC Version of Blazblue ==
== PC Version of Blazblue ==
Zeile 19: Zeile 32:
Our focus of the pc market is actually Germany. This is our target market, since it's obiously the biggest PC market.
Our focus of the pc market is actually Germany. This is our target market, since it's obiously the biggest PC market.


== Older ArcSystemWorks games on XBL/PSN ==  
== Older Arcsystem Works games on XBL/PSN ==  


'''HardEdge:'''
'''HardEdge:'''


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|Xbox Live and Playstation Network are very popular platforms. Have you thought of bringing older ArcSystemWorks fighting games to XBOX Live or Playstation Network?
|Xbox Live and Playstation Network are very popular platforms. Have you thought of bringing older Arcsystem Works fighting games to XBOX Live or Playstation Network?
|}
|}


Zeile 46: Zeile 59:


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|This is a very interesting drawing. As you can see this is just regular printer paper. On some of them - there is actually a print on the back. You know, they used misprints to work with (laughs). This is an original drawing that the main artist did. Then she hands it to the assistant artist, and he creates the animation. For example, this is litchi: This is hier animation for jump spin and land (shows us sketches of her j.B), for that you need 15 drawings. A B C and so on.
|This is a very interesting drawing. As you can see this is just regular printer paper. On some of them - there is actually a print on the back. You know, they used misprints to work with (laughs). This is an original drawing that the main artist did. Then she hands it to the assistant artist, and he creates the animation. For example, this is litchi: This is her animation for jump spin and land (shows us sketches of her j.B), for that you need 15 drawings. A B C and so on.
|}
|}


Zeile 68: Zeile 81:


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|This is very interesting. Arc SystemWorks is famous for their attention to detail. If you take Guilty Gear, you have all these single frame animation-"easter-eggs", like those of Zappa and Axl.  
|This is very interesting. Arcsystem Works is famous for their attention to detail. If you take Guilty Gear, you have all these single frame animation-"easter-eggs", like those of Zappa and Axl.  
|}
|}


Zeile 87: Zeile 100:


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|The Taito Type X2 board has been pirated and Blazblue: Continuum Shift has been leaked. How bad is it; and what is Arc System Works' stance towards the whole thing?
|The Taito Type X2 board has been pirated and Blazblue: Continuum Shift has been leaked. How bad is it; and what is Arcsystem Works' stance towards the whole thing?
|}
|}


Zeile 101: Zeile 114:


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|Arc System Works has been giving some hints in recent interviews that there might be a followup to Guilty Gear Overture. You described before how everybody at ASW at everything, whatever is needed, so I was wondering, is there a "Fighting Game Team" at ASW, and some other team that does all the smaller games?
|Arcsystem Works has been giving some hints in recent interviews that there might be a followup to Guilty Gear Overture. You described before how everybody at ASW is working on everything, whatever is needed, so I was wondering, is there a "Fighting Game Team" at ASW, and some other team that does all the smaller games?
|}
|}


Zeile 135: Zeile 148:


easy to learn but hard to master?
easy to learn but hard to master?


== Blazblue character designs and target audience==
== Blazblue character designs and target audience==
Zeile 165: Zeile 179:
|The things we usually talk. You know: Some people like ass and some people like breasts. You like ass you go for Noel. You like breasts you go for Litchi. Simple as that. But for example. Taokaka the cat character. That is designed for the cosplayer. It's the easiest thing to do the cosplay play. You dont show your face, you just put on the mask, it's the easiest thing.
|The things we usually talk. You know: Some people like ass and some people like breasts. You like ass you go for Noel. You like breasts you go for Litchi. Simple as that. But for example. Taokaka the cat character. That is designed for the cosplayer. It's the easiest thing to do the cosplay play. You dont show your face, you just put on the mask, it's the easiest thing.
|-
|-
|Also, Carl's purpose is quite interesting. The boy with the Robot. We are actually aiming at women. Late teens, early twenties. They associate themselves with the robot, they like helping the young boy. So... there's a unique and also strange culture in Japan. There is a huge community of girls who write manga, and sell things, and most of them have something to do with young boys. I don't know much about it. *laughs*
|Also, Carl's purpose is quite interesting. The boy with the Robot. We are actually aiming at women. Late teens, early twenties. They associate themselves with the robot, they like helping the young boy. So... there's a unique and also strange culture in Japan. There is a huge community of girls who write manga, and sell things, and most of them have something to do with young boys. I don't know much about it. (laughs)
|}
|}


Zeile 195: Zeile 209:


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|So anyway. This works in Japan but it doesn´t work in Germany. *laughs* so our next challenge is to create something while adapting to the German (international) community. As I explained before, we need to know you better, starting with the hardcore community. We have to start with the hardcore comunity anyway. so in your community: we want to see what the things are that excite you.
|So anyway. This works in Japan but it doesn´t work in Germany. (laughs) so our next challenge is to create something while adapting to the German (international) community. As I explained before, we need to know you better, starting with the hardcore community. We have to start with the hardcore comunity anyway. so in your community: we want to see what the things are that excite you.
|}
|}


Zeile 209: Zeile 223:
|If we listen too much, we lose our colour. Our games wouldn't stand out anymore. You just need to find the balance somewhere. How to balance this process? I don´t know, we don't know. But learning something about the community is the key. I think the first step we want to take is to just see which characters Germans like and which ones you don't like or just totally don't get at. For us, finding that out is very important and the challenge for the next Guilty Gear is:  
|If we listen too much, we lose our colour. Our games wouldn't stand out anymore. You just need to find the balance somewhere. How to balance this process? I don´t know, we don't know. But learning something about the community is the key. I think the first step we want to take is to just see which characters Germans like and which ones you don't like or just totally don't get at. For us, finding that out is very important and the challenge for the next Guilty Gear is:  
|-
|-
|Next Guilty Gear - whatever it's going to be called - will be designed to sell it globally. Japan, of course, will be the most important country. But we want to have some sort of mechanism before to gather feedback, request the wishlist so we can extend it to the design colaboration. Not many companies succeded on developing in market in the location yet. So that's Guilty Gear for us. It's a huge  challenge, but we will try to get the user involved somehow. so we are counting on you guys. *laughs* come up with something!
|Next Guilty Gear - whatever it's going to be called - will be designed to sell it globally. Japan, of course, will be the most important country. But we want to have some sort of mechanism before to gather feedback, request the wishlist so we can extend it to the design colaboration. Not many companies succeded on developing in market in the location yet. So that's Guilty Gear for us. It's a huge  challenge, but we will try to get the user involved somehow. so we are counting on you guys. (laughs) Come up with something!
|}
|}
   
   
'''HardEdge:'''
'''HardEdge:'''


we hope we can be helpful *laughs*
we hope we can be helpful (laughs)


'''Tomo Ohno:'''
'''Tomo Ohno:'''


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|You know the Natal. There are lots of things to think of. We are bringing Daisuke Ishiwatari to Europe. His mission is to meet people of the scene and see what it is like. For us, it's quite surprising to visit the gamestores in germany aswell. The store looks totally different (from Japanese ones). When the store looks that different, how do you sell things? In Japan the stores are quite small, but they have lots of games. So people look at the covers from a close distance. Here - Mediamarkt - Huuuge. *laughs* So you see the game from almost 3~5 Meters away. So if you pick too many  characters for the box art, you can´t really see it well. That's something I learned about the German games. The games have one huge picture but its easier to identify. You see, this is one small thing we learned when we came here to visit.
|You know the Natal. There are lots of things to think of. We are bringing Daisuke Ishiwatari to Europe. His mission is to meet people of the scene and see what it is like. For us, it's quite surprising to visit the gamestores in germany aswell. The store looks totally different (from Japanese ones). When the store looks that different, how do you sell things? In Japan the stores are quite small, but they have lots of games. So people look at the covers from a close distance. Here - Mediamarkt - Huuuge (laughs). So you see the game from almost 3~5 Meters away. So if you pick too many  characters for the box art, you can´t really see it well. That's something I learned about the German games. The games have one huge picture but its easier to identify. You see, this is one small thing we learned when we came here to visit.
|}
|}


Zeile 261: Zeile 275:


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|A personal question for the end: ArcSystemWorks did the Hokuto No Ken video game, and we all thought that it worked out really well and that ArcSystemWorks's takes on other IPs a very interesting and cool. If you could pick one of your favourite mangas or movies or something else that ASW would make a fighting game to. what would it be?
|A personal question for the end: Arcsystem Works did the Hokuto No Ken video game, and we all thought that it worked out really well and that Arcsystem Works' takes on other IPs a very interesting and cool. If you could pick one of your favourite mangas or movies or something else that ASW would make a fighting game to. what would it be?
|}
|}


Zeile 275: Zeile 289:


{| cellspacing="1" style="width:700px;"
{| cellspacing="1" style="width:700px;"
|You know, Tatsunoko - I grew up with them. That was something I  grew up with. strangely, when you saw the animations when you were a kid, they looked so real.  You lived in that world. If you look at them now, well... (laughs) So, you know, I personally wouldn't want to see something i enjoyed so much when I was a kid, now seening it in the Arc System style. Especially since Capcom took them all *laughs*
|You know, Tatsunoko - I grew up with them. That was something I  grew up with. strangely, when you saw the animations when you were a kid, they looked so real.  You lived in that world. If you look at them now, well... (laughs) So, you know, I personally wouldn't want to see something i enjoyed so much when I was a kid now see in the Arcsystem style. Especially since Capcom took them all (laughs)
|}
|}


Zeile 297: Zeile 311:


[[Image:BB_Interview_Group_Picture.jpg]]
[[Image:BB_Interview_Group_Picture.jpg]]
<br/>''Marco Cabibbo, David Huggele, Tomo Ohno, Adrian Ruth, Ruben Garcia''


''All concept art © Arc System Works, used with permission from Zen United & Tomo Ohno.''
''All concept art © Arcsystem Works, used with permission from Zen United & Tomo Ohno.''


= Arakune Concept Art =
= Arakune Concept Art =