Sonic Team: Kikizo Interview Spring 2005
We catch up with SEGA veteran, Yojiro Ogawa, to look back at Project Rub and discuss topical Sega matters, like PSP, Sammy's buyout and key Sega franchises.
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Kikizo: How do you think the game's reception compared in each of the three major territories - Japan, North America and Europe?
Ogawa: As far as I see the reception in magazines or on the Net, Japan and US show almost the same response. Each scene is crazy and the story is a little bit sad. I guess they sympathize with the sense of watching movies that you briefly play and get satisfied. I don't believe there is any particular difference between the reception in Japan and the US. In Europe, perhaps it's possible that they tend to appreciate the stylish approach, or that a girl appears in silhouette - sort of a movie that turned into a game. I think players realized that they can enjoy it casually, and that no other game utilized the functions of DS as thoroughly.
Kikizo: We love Project Rub, however some gamers wanted more in terms of longevity. Were there any sections that had to be cut for release to make the launch?
Ogawa: It is difficult to decide what sort of gamer demands to respond to, and it wouldn't be so difficult to try to develop a longer title. However, you might find it tiresome if you were told to watch a 50-hour movie! If it were a game, what would you feel? Especially, in Japan these days, it is important to give users a certain degree of fulfilment and the ending within the limited amount of time they have available to play games.
We were somewhat worried about the issue of the length, and as a result, we made a decision to focus on the way in which players would feel they want to play "just a little longer". It is like a Japanese person saying, "To eat moderately is beneficial to your health". It means, it is right to stop eating when you feel you can eat a bit more?
As a result of this, we are told by experienced gamers that it would be better if the game was a bit longer, but we have got an evaluation that the length like this is right from people who are casual players. It is a matter of experience with games. That said, the game features the three difficulty modes: Normal, Hard and Hell. So, I feel that players who intensely play the game will be satisfied in their own way.
Sometimes, people who keep complaining are just going to complain no matter what - they don't clear a long game, claiming it's too lengthy - and then grumble at a brief and short game, saying, "there's not enough to do!" [laughs].
We don't emphasize opinions of critics very much, and it's the same with movies; many movies that turned out to be successes even though critics' comments weren't wholly positive, but the film's content aligned with the audience's interest.
Kikizo: With all this in mind, do you have any plans for a Project Rub sequel yet?
Ogawa: We will look at the performance of Project Rub, particularly in Europe, to determine whether we will make a sequel.
Kikizo: Do you think dating type games have potential in western markets, now that a few are actually being released, like this title and Sprung from Ubisoft?
Ogawa: We do not look on this game as a date simulator, but as a slapstick love-story/comedy, like you can see in movies. You can enjoy how they get attracted to each other in time starting from their first encounter and overcoming various obstacles, and what happens to them - the game follows these well-known patterns. Because movies of this kind are accepted, we believe this sort of thing can work with consumers as well.
Kikizo: Will you be working with any older UGA franchises anytime soon - specifically, Space Channel 5 and Rez? Especially since Takumi Yoshinaga [director of Space Channel 5] worked with you on Project Rub...?
Ogawa: It may be possible when the opportunity comes, but I have no idea what form it might take. I guess it depends on consumer demand.
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