Un altro postmortem da gamasutra, questa volta su Okamiden, il sequel di uno dei giochi più acclamati da pubblico e critica per ps2 e Wii, ma anche relativamente ignorato sul fronte delle vendite.
Annunciato inaspettatamente nell'aprile del 2010, Okamiden è frutto di un gruppo di sviluppatori che con passione coltivanano la visione su come il brand sarebbe potuto continuare su DS.
Qui le 3 pagine da gamasutra:
Release Date: 9.30.2010 (JP), 3.15.2011 (US), 3.18.2011 (EU)
Platforms: Nintendo DS
Number of Developers: 59
Director - 1
Planner - 6
Scenario - 1
Programmer - 21
Design - 1
Model - 1
Environment - 6
Motion - 3
Effect - 1
ID - 2
Event - 9
BGM - 2
SE - 3
Product Management - 2
Length of Development: 23 Months
Total Number of Files: 415,502 Files
Total Size of Files: 45.3GB
Software: Code Warrior, Maya, others.
Cosa andò bene
- Partner System
Più che la sostanza del gameplay, viene spiegato il soggetto da cui è nata l'idea di affiancare a Chibiterasu un altro personaggio.
Chibiterasu può fare le stesse cose che faceva Amaterasu? no, è solo un cucciolo, ma può salvare il mondo se gli si affianca un partner.
-Choosing the DS Hardware
Lo stylus del DS è molto più pratica per la tecnica del pennello
With the PS2 controller and Wii Remote, it was often difficult to draw complex lines such as an infinity symbol. However, with the Nintendo DS stylus, not only is one able to draw even more complex lines precisely, but we were able to create even better puzzles and missions that utilize the celestial brush mechanic.
-Compelling and Heartwarming Story
Riproporre con coerenza una storia dalla stessa qualità di Okami
However, since the story of Okamiden takes place nine months after the original Okami, we needed to come up with another heartwarming story that would not contradict the events of the first game. To do so, we enlisted the help of a famous scenario writer, Yukinori Kitajima, to create this compelling story, and by doing so, the simple plot quickly evolved into a detailed and rich scenario
La nuova tecnica Guidance e l'unione tra maggiore accessibilità e la voglia di soddidfare i fan di Okami.
By using the brush techniques and the partner system, we were able to create an easy and fun way to solve puzzles and enjoy the game. The brush technique "Guidance" is introduced to the player in the beginning of the game during the prologue. This gives both novice and experienced players the chance to experience this new technique. Players can utilize the "Guidance" technique not only to team up with your partner and solve puzzles, but also to play and progress through the game much more naturally.
marketing a base di concorso a premi e fanpage
With relatively small marketing budgets behind the title, engaging the Facebook community as well as the rabid global fan base built up during the Okami years was crucial to getting word about the game out to existing fans, friends of fans and the uninitiated.
Capcom used the Graffiti application and tapped into the 14 million users to create an Okamiden-themed Goblin Face contest. This was very successful at building the fan base and getting conversation about Okamiden renewed or in some cases started.
Cosa andò storto
- Character Re-Designs
Porblemi nella creazione del partner Kuni
The character model looked great on the Maya 3D engine, and we began programming the basic animations. Finally, the time came to test it out on the Nintendo DS. When we had Kuni climb onto Chibiterasu's back and run around the screen, something just did not feel right. We tried for hours and hours but simply could not make it satisfactory. We dreaded the possibility that the designers would have to toss their work out and start from the beginning.
After discussing what worked and what did not work, we decided to come up with a character direction everyone could agree upon. This way, it was no longer something one was told to make, but rather, something that each person could visualize and contribute. While for some teams this process may have decreased morale, for us, it helped us come together and work even harder.
-Managing Internal and External Teams
Dipartimenti che lavorano tra di loro senza armonia nè con una guida salda.
The head of each department held their own sense of pride and responsibility for their piece of the game. Each of the department heads was striving for perfection. Be it Art, Sound, or Programming, this individual "perfection in my group" approach affected the greater whole of the project.
One by one, each of these elements began to take their toll on the schedules and eventually on the latter half of the game itself. Some of the latter half of the game had to be revised and scoped differently than initial plans. Next time, we will be sure to manage our schedules better and work in harmony as collective team for the greater good of the game instead of staying overly focused on perfection in our individual departments.
grattacapi alle promozioni occidentali dei PR a causa dei materiali postati sulla rete dopo l'uscita del gioco in giappone.
In the time between the releases of the Japanese version and the pan-Western SKUs, information about the game was posted to the internet. We understood that fact and therefore did not place many restrictions on the information or assets used for overseas PR promotions.
Without giving away any particular spoilers, stages, characters, enemies, and bosses were revealed not with teaser trailers that we posted online. This was a great way to get information about the game out there, but made it difficult to promote the title through traditional PR methods globally and created the need to make additional assets for the pan-Western marketing campaign.
- Mini Canvas: Drawing Sumi-e Smaller
la difficoltà nel replicare la grafica di Okami su DS.
The planners suggested fewer characters with more depth, the designers worked to create just the right amount of polygons for the characters and environments, and the programmers worked furiously until the very end to come up with a way to show several things at once on the screen.
At first we tasked the designers to create characters and enemies without a limit on polygon count. This allowed them creative freedom during the design phase. However, once we got to implementation, we were stuck with some obstacles.
First, our team had such an abundance of strong, creative ideas for the adventures of loveable Chibiterasu that we couldn't possibly fit them all into the game... it would have run too many hours long!
Second, we had to be realistic about our plans due to the ROM cartridge capacity. Aside from schedule management, ROM cart limits were another source that played into the removal of the stages and enemies initially scoped for the latter half of the game.
Lastly, to optimize the processing and rendering speed of Okamiden's sumi-e style graphics our programmers had to perform many clever tricks. They worked hard to divide up stages at unnoticeable intervals and maneuvered camera settings so only necessary things were displayed with proper camera settings throughout the stages. Certain animations as well as character and stage traits had to be tweaked and refined numerous times.
- New Hardware and Competition
For the development of Okamiden, the main challenge was to recreate the beautiful world of Okami on the Nintendo DS. To do that, the team spent countless hours trying and re-trying, doing everything to increase the quality of the game. Unfortunately, this pushed back the production schedule for the Japanese version of the game. At the same time, we were able to maintain the quality of the localized versions and worked efficiently to get the basic game done ahead of schedule.
Just when we were about to finalize the ROM, news about the Nintendo 3DS and the new Pokémon game came out. Even though the news of the Nintendo 3DS was a bit earlier than we had expected, we decided that releasing the pan-Western versions of the game after Pokémon and before Nintendo's 3DS would be our best bet.