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4) In its most basic terms, what is DOA
Ultimate?
Ans: Same as the above.
5) What was the main reason that you decided to produce a
compilation of DOA titles for Xbox?
Ans: I wanted to rid my AV rack of the Sega
Saturn, PS2, and Dreamcast. I don't consider antique collecting to
be one of my hobbies (laughs). This way, any DOA fan with an Xbox
can enjoy all of Team NINJA’s games. This lineup is excluding a few
games that I don’t care for, however.
6) And what improvements or changes have you made to the DOA
games to bring them to Xbox?
Ans: If you play them, you will understand.
Actually, to go a step further, if you are a hardcore gamer, you
should be able to tell just by looking at them (laughs).
7) What have been the major challenges in making the DOA titles
playable over Xbox Live?
Ans: Let me tell you the absolute truth. The fact
of the matter is that it is not all that difficult to create a
speedy, precise algorithm for 1-on-1 online fighting. Some fighting
game developers shy away from including support for online
competition, citing lag as a reason, but that is simply them
unwillingly admitting that they do not have the ability to design a
game that is able to take the factor of lag into account. Now, the
main point that we had difficulty with was the Virtual Arcade.
Basically, we wanted to recreate the thrill that existed 10 years
ago or so, when everyone would gather at the arcade and enjoy
playing with a large group of people. In order to do this, we had
to implement a very complicated host management system. We wanted
it to feel like 8 people were playing together, taking turns
sharing a single game cabinet. If a game session ends because the
host has lost their connection, how do you think the remaining 7
players will feel? We spent the greater part of our efforts on
developing and testing back-up systems in that area.
8) When are we going to see DOA4?!
Ans: Do you really want to know?
9) What can you tell us about the improvements to the fighting
system -specifically the 'reversals'?
Ans: I'm assuming you would like to know about the
reversal system in DOA2: Ultimate? I have specifically tuned and
improved DOA2:U's reversal system to bring fairness, the spirit of
challenge, and a narcotic-like pleasure to the game.
10) What have you remade from the previous DOA?
Ans: Everything.
11) What was your biggest challenge to make DOA Ultimate
Live-enabled?
Ans: Same as Question 7 above.
12) Do you still program yourself or are you just responsible
for the design?
Ans: In regards to the game that I am working on
right now, I am focusing purely on game design, acting as single
Ninja, just like the other 100 Ninjas on our staff. However, don't
misconstrue what I am saying. What we create are "video games".
That is to say, game design is not only about the various game
systems, but also visuals, audio, and interactivity; in other words
the process of design work in all fields. It is truly enjoyable.
Regarding programming: I think the last game for which I wrote code
directly was Dead or Alive 1 for Sega's Model 2 system board.
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