Monday, February 27, 2012

Tablets offer a similar opportunity as consoles in video games

According to the creator of the blockbuster video game Final Fantasy, Hironobu Sakaguchi, tablets offer a similar opportunity as consoles for developers in video games. Final Fantasy had 80 million users and was among the most popular game in the 1990's. Sakaguchi bets on mobile and tablets as the formats of the future. He gave an interview to El Pais.

Question: How do you envision the future role of video games?

Answer: The graphics and sound will continue to evolve. Not only in this format. We will see more and more advanced phones.

P. Do you think the tablets and phones can compete with the consoles?

R. The hardware offers similar architecture. For example, PlayStation Vita, coming out next week on sale in Europe, has some very similar to the iPhone. The tablets will have a similar power to home consoles. I think as a developer, it proposes an interesting scenario.

P. Do you think Sony and Nintendo will succumb to this phenomenon and stop making consoles?

R. That's a business decision. The fact is that the devices increasingly look more technically. In the future there will be much difference between supports. Soon we will see games made for television. The important thing is what the content send on the support.

P. How has meaning to re-direct 'The Last Story' after 20 years?

R. The role of producer and director is more diffuse than before. In Final Fantasy VI said goodbye to the address, but I stayed close to each creation. After, the Last Story, I took a year to think about new ideas. I realized I had to be getting involved and above all the process.

P. The critical stress games how to leverage the Wii graphics, do you think has peaked?

R. The graphics are complex.I always try to look after the maximum artistic aspect, but I think the limit is imagination.

P. One of its hallmarks is the characters, how is the process of creation?

R. Tactfully and making clear to the player who is who. Sometimes you come up with details, other times with conversations between them or commenting on aspects of the scenario to create some mystery and awaken interest.

P. In all his titles the characters have suffered some trauma vital, why?

R. All human beings have some kind of trauma. The important thing is to make it a motivation to do something, change things, brand personality.

P. Despite this depressing and very personal air has allowed users to customize to your liking, is to be projected on them?

R. The designer did not agree with me in doing something so open. It seemed to me very important that users feel closer and identified with a character with which they will live a long adventure.

P. The Last Story was released in Japan last year and has now reached Europe. Why is America? Is there much difference between these three regions?

R. The decision to take him to the U.S. is Nintendo of America. I hope so. I have great confidence in its success in Europe. I do not think that is both a cultural issue as to find the right niche audience. Depends on gender, age, interests ... When I create a new title I don't put the focus on a particular market.

P. The latter title is a renewal of the genre of role-playing games on consoles. What is the perfect combination of strategy and action to be successful?

R. I wish I had the recipe. I try always, with varying success.

P. Do you plan to create a game of this style to 3DS?

R. I have no plans for this platform. Instead I am making three games for IOS for both iPhone and iPad.

P. For five years is almost impossible to find a great production to dispense with an online version and a cooperative mode, how do you prepare for this format?

R. It is one of the most difficult aspects of the creative process. The whole team together, we discussed and we took it as an adventure completely different from zero. We have differentiated in the way of communicating because many games have the voice chat feature and I hate to use foul language. We decided that they would be used in the game dialogues themselves, which are written to communicate between players. In Japan it worked great. I hope that in Europe also like this integration.

Louis Rhéaume
Infocom Intelligence
louis@infocomintelligence.com
Twitter: @InfocomAnalysis

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