SWERY interview/ Famitsu.com
Thank you for your visit.
SWERY was posted on the Famitsu.com!
D4 PC release confirmed! An interview with SWERY, a creator who seeks to create sensory replication with nothing but a mouse.
Hidetaka Suehiro, the game creator
otherwise known as SWERY, has managed to gather hardcore fans from all around
the world. And now, he’s decided to take his newest title, D4: Dark Dreams Don’t
Die, a game where the Kinect device was utilized to create sensory replication
and empathy in a really fun way, and bring it out on the PC. Will the same
sensory replication and empathy be possible with another device? What led him
to decide to release the game on PC? In this interview, we tried to ask SWERY
about everything we could…
Interview/Writing by Koyama Taisuke
Interview by Furuya Youichi
●Will sensory replication be possible with the mouse?
Hidetaka Suehiro, the game creator
otherwise known as SWERY, has managed to gather hardcore fans from all around
the world. And now, he’s decided to take his newest title, D4: Dark Dreams
Don’t Die, a game where the Kinect device was utilized to create sensory
replication and empathy in a really fun way, and bring it out on the PC.
This version was initially revealed in
March 2015 at GDC 2015 in San Francisco, where it was used as a reference for
his session. It was also put on display in a booth. Will sensory replication
and empathy be possible with a device other than Kinect? What led him to
release the game on PC? In this interview, we tried to ask SWERY about everything
we could…
●What are the differences from the Xbox One
version?
──We heard that the PC version of D4 that
you took to GDC and PAX EAST is now going to go on sale. What led you to this
decision?
SWERY: I originally started making the PC
version as a reference that I could use in order to prove that sensory
replication and empathy is possible without Kinect, which was the subject of my
GDC session. I designed this version so that the mouse was the only thing the
player needed to use. Also, there were a lot of players who wanted to play D4
but didn’t have an Xbox One, so when I revealed it at GDC, it made a bit of a
buzz on social networks, and a lot of people said that they really wanted to
see a PC version go on sale.
──That must have been great to hear.
SWERY: That sort of lit the flame on
something that had been smoldering inside me for a while, and that’s what
pushed me to actually release it. It may seem a bit cunning, but even though I
had only made the original version as an experiment, I still wanted to show it
to people see what their reactions were like.
──And so everything went according to plan.
(LOL)
SWERY: I’m really glad things worked out.
(LOL)
──How much of it was finished when you took it to GDC and PAX EAST?
SWERY: At those events, the beginning of
the prologue where Amanda appears was playable. From that point on, I began
tuning the later scenes. Since Kinect can’t be used in this version, I had to
replace the gestures with new commands, so we have to create all of those for
the rest of the game. The UI that was shown at GDC was also a temporary one,
which we’re now remaking that into something that can be understood much easier
with mouse controls.
──So you’re currently working on it now?
SWERY: The staff members at Access Games
are working day and night to make sure the game is completed by the end of
April. We’d like to do bug checking in May.
──So there have been no changes made to the
contents of the game?
SWERY: As far as Season 1 is concerned,
it’s no different. Details-wise, we’ve changed up the placement of certain
items and tuned the game to make it easier to play. We’ve also made the DLC
that was released for the Xbox One version into items that can actually be
acquired inside the game itself, as rewards for side quests and so on.
──So you changed the rote process of
downloading DLC into something fun.
SWERY: This game was already released over
half a year ago, so instead of making everyone download things piece by piece,
I decided to put them in the game so that people could just enjoy collecting
them there.
──That’s an exciting change. How have the
controls actually changed? How much of the comfort of the controls have you
been able to maintain now that you’ve switched over from Kinect to the mouse?
SWERY: When we were switching things over
to mouse controls, there were parts that became much better, and parts that
were done away with altogether. The voice controls that were only possible
thanks to Kinect’s voice recognition technology are not present in this
version. You also can’t make poses to do certain gestures anymore, but we’ve
fixed it all so that you can play the entire game using only the mouse.
──Can you give us more details on that?
SWERY: For example, when you swing a
baseball bat, you need to grab the back of the character’s hand and drag it to
his shoulder. There is now sensory replication with the mouse that’s a bit
different from how it was with Kinect.。
──In the end, how difficult are the
controls now?
SWERY: From my experience, it’s easy to
maintain a fixed point with the mouse, so I think the controls are easier now.
Kinect looks more fun, so it can get a wider range of people interested in
trying the game, but it takes a lot of stamina to keep your hand frozen at a
fixed point in space.
──It does seem like it’d be hard to play it
over a long period of time (with Kinect).
SWERY: When you’re pushing things with the
mouse, you can push things exactly where you want to push them, but with
Kinect, you really need to aim. Because of that difference, there were a lot of
situations unique to D4, such as seeing an observation icon during a cutscene
and suddenly raising your hand only to barely miss it. In those scenes, players
will now be able to quickly respond with the mouse.
──That does sound like it would happen a
lot. (LOL) With Kinect, it seems like allowing the players to synchronize
themselves with the controls and action happening on screen really adds to the
immersion. Do you think some of that gets lost with the mouse?
SWERY: I think people will actually get
spoiled by how similar it is. But like I said at GDC regarding my theory of
symbolization, as far as the action symbolization goes, it’s like this. The act
of a player aiming their hand with Kinect in order to open a door in the game
is just as different from actually opening a door as clicking the mouse is. But
through doing it over and over again, that action will gradually start to
overlap with the action of opening a door, and in the end, the sensation will
be replicated. That’s what this experience helped me to understand.
──So the mouse is fully capable of
achieving that level of synchronization. What about the QTEs?
SWERY: I think D4’s QTEs are much more fun
than the usual fare. But playing the QTEs with Kinect is on a whole other
level. Honestly, that really made me wish we had Kinect compatibility.
──Kinect for Windows exists, so will there
be compatibility eventually?
SWERY: If a lot of people are gracious
enough to purchase the PC version of D4, then a compatibility update may be
possible. But I need to think about this from both a business and a technology
standpoint, so it also depends on how popular Kinect for Windows becomes.
──So the possibility isn’t zero?
SWERY: The great thing about the PC version
is that we can update it. As of now, player communities are really important in
the game industry, so we aren’t trying to “promote things and make a buzz in
order to sell things.” Instead, we first need to have the players enjoy the
content, then let them share it sideways to other players so that the content
can grow.
──That makes sense.
SWERY: I think communities like that are
stronger on the PC than they are in the console world. I think the PC is the
platform best suited to really releasing something FOR the community. The test
version I brought to GDC garnered a response, so that’s one of the reasons I
decided to officially release a PC version. D4 is episodic, so I really have to
look at feedback as I continue to create it, moreso than I’ve ever done before.
“What are people expecting from this point onwards?” “What will they think of
this?” and so on.
──Will content continue to be released on
the Xbox One alongside PC content?
SWERY: All I can say is: “We’re doing our best to create new content, so get excited.” (LOL)
●The Future of D4
──I’m curious about who the publisher and
distributor will be for the PC version.
SWERY: I can’t tell you anything for sure
about that yet, but I intend to take the game with me to the Tokyo Indie Fest
that’s happening from May 8 to May 10 in Akihabara, and I hope to reveal
information on the publisher there.
──Is it going there as an indie title?
Microsoft isn’t the distributor?
SWERY: I want to make a title that will
resonate with the people who attend the Indie Fest, so I intend to select the
best distributor and distribution method for that purpose.
──Have you ever thought of publishing
through your own company (Access Games)?
SWERY: That’s certainly an option, of
course. I’m just searching for the best option.
──Seeing as how you have so many passionate
fans overseas, it seems like the PC field is an even better match for you than
consoles.
SWERY: I don’t have any grasp on what
phases the people who’ve passionately played my games are in, but I do think
that there are more PC users who really like to get impassioned about what they
like. Those kinds of people treasure communities, and incorporate games, the
internet, and SNS communities into their lives indiscriminately. I think those
connections are truly deep ones, and at the very least, you can’t call them
casual gamers.
──It really does seem like the indie field
will give you the chance to show off your full potential. Although, there still
is the Xbox One…
SWERY: The way I work is I just create
something, then get yelled at, then fix it. (LOL) And I don’t think that’s
going to change. I’m always going to try to push out as much as I can.
──So it might be easier to just go crazy on
the PC, then adjust things for consoles? (LOL)
SWERY: That’s an interesting question.
(LOL) It’s best when creators can really think big with what they’re creating,
so I’m basically looking for that kind of publisher. (LOL)
D4 Official Site
ご来店ありがとうございます。
続きはこちら
| 固定リンク
「文化・芸術」カテゴリの記事
- SWERY interview / WIRED(2015.07.14)
- SWERY interview / Game*Spark(2015.06.19)
- SWERY interview / The Metropolist(2015.06.15)
- SWERY interview / Metro.co.uk(2015.06.12)
- SWERY interview / Destructoid(2015.06.02)
この記事へのコメントは終了しました。
コメント