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Smilebit (SEGA Japan internal studio) -- world's first Panzer Dragoon Orta interview and playtest -- April 2002Posted by Justin at November 14, 2002 12:00 AM
Full Panzer Dragoon Orta interview transcript
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Posted on Tuesday, September 17, 2002 by Justin N.B: Full feature, screenshots and art were featured in the July issue of Xbox Nation magazine. Interview conducted April 12th 2002. Present were: TAKAYUKI KAWAGOE -- PRODUCER, PANZER DRAGOON ORTA / DIRECTOR OF SMILEBIT R+D AKIHIKO MUKAIYAMA -- DIRECTOR/PROJECT LEADER, PANZER DRAGOON ORTA KOJI KUROKI -- SEGA CORPORATION OF JAPAN INLT. BIZ DEVELOPMENT OSAMU SATO -- SMILEBIT PR MANAGER HIROKO YOKOSUKA -- SMILEBIT OVERSEES MARKETING DIRECTOR (quite a dish too) JUSTIN KEELING -- INTERVIEWER PART ONE: THE GAME JK: Lets start at the beginning. When did work begin on Panzer Dragoon Orta? AM: Last Spring I think? TW: Its been nearly a year now. JK: Was PDO planned as an Xbox game from day one? TW: We didnt have any plans for a new PD game, certainly not on Dreamcast. We did have a lot of pressure from fans to release another Panzer for DC, but we felt that the series in its current incarnation as a trilogy had reached a logical conclusion. However, we had done a lot of research into Xbox for our initial titles [Jet Set Radio Future and Gun Valkyrie Ed] and we were interested in the potential to take the series to a new place with the Xbox hardware. JK: How does PDO fit in to the existing Panzer universe? AM: The basic concept of the Panzer world is the same, but this time the game is set in the future. Therefore, all the elements, such as the characters and settings, will be futuristic and appropriately developed from the original. JK: Will there be any references at all to the old PD series? AM: We havent decided yet actually. JK: Do Edge or Azel make an appearance? AM: [considers] No comment at this stage. JK: Come on. Thousands of people want to know this. Hint? AM: Lets just say a character from PD Saga will appear. No names though. JK: What kind of game is PDO exactly? Straight on-rails shooting or any RPG elements? AM: If you had to categorise it, you could say it is a shooter. Its a similar game system to PD Zwei that is, on-rails shooting with some collection and dragon evolution along the way. JK: Can you tell us the name of the main character yet? AM: Actually, we havent decided these final details yet. JK: Male or female? AM: Female. JK: Can we expect any dramatic developments in game play at all? AM: Lots of smaller changes, but mainly, the dragon itself can transform depending on the situation. JK: Give us an example. AM: Its a bit early to go into specifics, but for example, you might be able to transform shape depending on the type of level, or speed up if the stage requires it. JK: What are your favourite stages/setting in the game? AM: Were still so early in the process of making it that its too hard to choose one yet! JK: In terms of control, is it going to be a similar degree of freedom as in Zwei, or will players have more space? AM: Pretty much the same we pre-decided the nature of the game to be on-rails, that way we could script the surroundings and make the journey a lot more beautiful. The enemy combat system also only works if the game is on rails, as their appearance is scripted. JK: Will level progression be linear? Or can players access a kind of over world or central level hub? AM: The main game is basically linear, stage clear, move on, etc. But outside of the main game, therell be a more non-linear structure. JK: So how do you access those non-linear areas? AM: You cant access them from the main game. JK: So its a totally different game? AM: Thats right. Theres a sub-game, sort of another Panzer world with different elements which you might have fun with as an extra. JK: Can you tell us any more about this? Will it be at E3? TK: No, itll just be the main game demo at E3. We shouldnt mention this yet actually. JK: Can you tell us more about the setting of PDO? How does it differ to the past games? AM: Basically, the last PD games were set against the decline of a civilisation. It is an empty, deserted, lonely world. PDO is set at the start of the next civilisation. Its a world with more life. Its a beginning, not an end. JK: About the dragon do you get to change rides, or is it just one dragoon which evolves? AM: One dragon which evolves. We wanted players to bond with their ride. But the dragon can transform depending on the situation. Different skills, weapons. That kind of thing. JK: How does the dragon evolve exactly? AM: We havent really decided the details yet. Still working on it! JK: What is the single biggest different between PD Orta and PD Zwei? AM: Two main differences. One is the dragon transformation element. Secondly, the level of freedom when flying the dragon has been expanded dramatically. Its still on rails, but much greater scope. JK: Is PDO taking advantage of any Xbox features like the HD or broadband? AM: The HD gives us faster loading times, and lets us manipulate the tempo of the game much better. Transitions, music, etc. JK: Thats it? TK: Well I know that a lot of other Xbox games let you do things like substitute your own music. But the PD experience is more cinematic, more scripted, so we wanted to keep control of the synthesis of music and game. JK: How about broadband? TK: Were trying to implement some online support. Its still up in the air. Actually, we wanted to implement online support for our last two Xbox games, but the network wasnt ready at the time. But for PDO hopefully we can implement it. We dont know exactly yet. How would you like us to use it? JK: Multiplayer aerial battles maybe. Or co-op missions. TK: Basically, right now were still studying the ideas. JK: How about an offline multiplayer option? TK: Secret until next year! JK: I hear that a lot. TK: Basically, I dont think you will be disappointed in that regard. JK: When are we going to see this game in shops? KK: Were looking at before the end of fiscal 2002. JK: So sometime between Jan and March 2003? TK: Thats right. PART TWO: THE DEVELOPMENT TEAM JK: Theres been some concern that the original developer, Team Andromeda, has been split up. And most of it isnt at Smilebit. AM: We have about 10 members of Team Andromeda here at Smilebit, working on PDO. Thats about half the original core team I think. JK: Did you work on the PD series yourself? AM: Yes, I was a planner on Panzer Dragoon Saga. I worked on the battle system. I was also on Hundred Swords. TK: Actually let me clarify the last answer: there are 10 members from Team Andromeda working on PDO currently. But we actually have another six Team Andromeda members at Smilebit working on other games here. For example Ueda-san, our lead designer on Jet Set Radio Future, is ex-Team Andromeda. Even though theyre not on the PDO project, theyre still advising us as we progress. So you could say 16 ex-Team Andromeda members are involved with the project. JK: The music was a big part of the series. Whos doing it for PDO? AM: The composer on PD Saga is doing it. JK: Whats his name? TK: Mr. Sawada from Wavemaster. AM: And a girl called Mrs. Kobayashi. She did the ending theme of PD Saga which we just heard. Theyre both composing music for PDO. JK: How big is the whole PDO team at Smilebit? TK: About 30 I think? JK: How did you find developing for Xbox? AM: Wed been working on Direct X and PC for a while, and Xbox is pretty close to a PC development-wise. So it has been quite easy. We have a lot of freedom, so essentially, the real problem is, where do we call it a day and stop? PART THREE: XBOX AND THE FUTURE JK: Ive heard a rumour that PD Orta is not the only new game planned in the Panzer series. TK: Really? JK: Are there any plans to release a Panzer Dragoon RPG sequel as well? AM: Not at the moment. JK: Where do the rumours come from? AM: [laughs] Actually, I did want to create a new RPG based on the Panzer universe. I have put together a design document for it. But for now, its still unplanned. JK: That would be fantastic. Is Microsoft funding this game or Sega? TK: Let the guy from Sega answer that one! JK: [to Koji Kuroki] Whos funding this? KK: The development cost is Sega funded. Its our project. JK: Did you approach MS with the idea for this game, or did they ask you to develop it? TK: We went to MS with idea. Given our investment in and experience with the console, it made sense. JK: Dont your shareholders put pressure on you to devote more of your resources to PS2? Especially given that your last two Xbox games didnt really perform sales-wise? TK: There have been some problems with Xbox in Japan, and probably Europe. The European launch doesnt seem to have been too successful. But we are optimistic about the Xbox market in the US. Perhaps the timing of our last two releases worked against us. But with PDO, we expect the market will have matured, and the game itself will be a bigger leap as a second generation title. Also, though we have not performed as well sales-wise, the feedback from players has been very good. Thats also important to us. JK: Is it important to your shareholders? TK: They do put pressure on us. Right before this meeting I was pressured to bring one of our games to PS2. JK: Which one? TK: Im not being drawn on that! But Sega has a multi-platform strategy. JK: Are we ever going to see PDO, or JSRF on PS2? TK: [pauses] Not for the foreseeable future no. JK: Whos publishing this game? KK: Sega. In the US and Japan anyway. I think its Infogrammes in Europe. JK: Some would say that your last two Xbox games have been more aimed just at the hardcore user. Is PDO to aimed at the same kind of user? TK: Im hoping PDO will appeal to a wider audience. Original fans of the series should recognise and appreciate the game, and probably get some aspects that others wont. But were going all out to make it an amazing enough experience so that anyone will be able to enjoy it. Sure, the fans will be there on day one. But we hope that their friends will see it and be persuaded to get it too over time. We hope it can be enjoyed by all ages. JK: To close, what are your personal favourite video games? Has to be non-Sega. AM: I love Alien Soldier ah wait, thats from Sega. I cant think [long pause] TK: Donkey Kong. Though, I didnt like the N64 version. And I loved Final Match Tennis on the PC-Engine. JK: Anything this side of 2000? TK: I like Rockstars games. State of Emergency and GTA3. And recently Ive been playing Rallisport Challenge. AM: I think my favourite game Sin and Punishment for N64. There, I finally thought of one! JK: Which other game producers do you respect? AM: Im the director, I dont respect producers! I respect the guys who did Star Craft that was a great, great game. JK: Are we going to see any other classic Sega franchises bought back on next-gen hardware? TK: For example? JK: Streets of Rage, Golden Axe. TK: Personally, Im not working on them. But you might do well to ask some of our other studios. These are some of the hardest questions weve ever had. JK: It was interesting. Thank you all for your time. -Justin EMail justin |
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