N'Gai Croal
|
Feb 8, 2008 07:19 AM

NanaOn-Sha founder Masaya Matsuura
There are a number of ultra-talented game designers, but how many of
them can plausibly claim to have invented an entire genre? With PaRappa
the Rappa (1996), UmJammer Lammy (1999) and Vib-Ribbon (1999) to his
credit, it's not a stretch to declare NanaOn-Sha founder Masaya
Matsuura the father of the rhythm game, to whom the creators of such
varied franchises as Dance Dance Revolution and Guitar Hero owe a
tremendous debt. Matsuura stepped away from music games for a few
years, focusing instead on the Tamagotchi Connection series for Bandai
Namco, before returning to the genre with the iPod game musika. More
recently, the U.S. publisher Majesco announced that Matsuura would be
reuniting with artist Rodney Greenblat, with whom he had collaborated
on Parappa. Their purpose? To create an original rhythm game for the
Wii called Major Minor's Majestic March, where players gesture with the
Wii remote to control the tempo of a marching band.
Later today, Matsuura and Robot Sound president Ryo Watanabe will be
giving a talk at the 2008 D.I.C.E. Summit titled "A Sense of Fun:
Anybody Could Be Your Player 1." We got the jump on some of the things
that Matsuura plans to discuss by speaking with him via phone last week
from his native Japan. In our exclusive interview, he explains the
controls for Major Minor's Majestic March, why Nintendo should ignore
him rather than share any insights gained from the still-in-development
Wii Music, and why he's so happy to see Harmonix succeed. For our part,
we potentially influence the direction of the game with our suggestion
that Matsuura explore the world of historically black college and
university marching bands as a source of inspiration. Read on.
Where did the idea for Major Minor's Majestic March come from?
Let
me try to remember. [Laughs] We had been thinking about the
possibilities to make some new games for Wii. We were focusing on a
music-based game, but he first rhythm-based game on the PlayStation
from us had already been a decade ago. I wanted to make much more
sophisticated and advanced types of things for the new environment. So
maybe controlling the marching band and marching music sounds a little
weird, but I thought that would be an interesting for everyone. This is
where we started.
What was it about marching bands that you thought could work well as a game?
At
the start, I thought that simply controlling the band by defining the
tempo, or the BPM [beats per minute] by shaking your hands--it's like
conducting a band. But after that, I started to think about much more
game functions. Certain instrument players love a faster BPM and other
instrument players may not like that. So the conductor has to
concentrate on all of his band members and figure out what kind of BPM
will be suitable for the current membership of the band. Of course, the
player can control the BPM, so you can play with very slow tempo or a
very fast tempo. But if you play the very slow tempo then maybe some
members will disappear from your band. So these kind of things were the
basic start of our game function ideas.
How would you describe the structure of the game? Where do you start and what's your goal?
More