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INTERVIEW PART - THREE / FIVE

 

 

Q: Could you tell us a little about the game itself?

T: The game is in the RPG genre, but the method of storytelling is greatly different. Most RPGs are set up to have different subplots dotted around the world, waiting to be connected together by the player and develop into a complete picture. If you talk to someone in one town, you're then allowed to hear someone else's story in another town. Of course, this is part of the fun of the genre, but in this game I didn't want the story to grind to a halt because you didn't set a flag somewhere. In Xenosaga the story and game sections are completely independent of each other. To put it in an extreme way, I wanted a game that could be turned into a drama if you extracted all the story portions and put them on video.

Q: The event scenes seem longer than usual, but you weren't worried about the user getting bored?

T: That's the difficult part. It's easy to see when an event's just too long... but the storyteller side of me wants the player to get through the game part as quickly as possible, because he wants to see what happens next.

Q: Are all of the events in 3D this time?

T: We used regular animation in the previous game, but around the point the 3D screens and maps were completed, I suddenly realized I really wanted to go for 3D instead. I didn't follow through with it back then, but this time around I managed to follow my desire. I've been blessed with some extremely talented people in the field of 3D animation as well.

Q: What are some of the difficulties 3D presents compared to 2D?

T: Well, both the characters and the backdrops are entirely 3D, so you can't use the symbolistic direction you see in animated TV shows. If you don't direct it the same way you would a film, the results just look strange. As a result, for this game we made continuity and layout sheets for all the event scenes.

Q: So it was very similar to developing a movie.

T: Right. Of course, this is CG we're talking about, so as a director I want to take advantage of the things you can't do in real life. The biggest difference is in the camerawork. Angles that'd be impossible to shoot from in real life are accessible in the world of CG. You can have the camera go into objects and still be able to shoot right through them.

Q: Are the cameras completely fixed?

T: They're divided into two types: free cameras that can move with the characters, and stationary cameras that simply track their movements. Some RPGs let you change camera angles any way you want, but Xenosaga just switches between follow and set cameras. The maps are mainly set so that north is always up; they've been tweaked to keep players from getting lost as often as they did in the first game.

Q: The NPC animation we saw was amazing too. Some enemies chase after you on first sight, while some you see prowling around their prey...

T: The animation's become quite complex, since the enemies are right on the map this time. They've been given a fair amount of strategic AI -- some of them come right up when you get near them, and some you can tiptoe right past without them noticing. A side effect of that is that we had to include a fair amount of freedom in character movement as well.

Q: Programming all of this in 3D must have been difficult.

T: Technically it wasn't a problem, but the sheer quantity was a headache. The maps in Xenogears were done in 3D, so generally speaking it had three times the graphic data to deal with over 2D games. Xenosaga has about three times more data than that. In the beginning we had the mechs walking on the maps themselves, but the units are too big and the map data would've become too much to deal with.

 

 

INTERVIEW PART - FOUR>>>

 

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