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Ultimate Game Design : Building game worlds

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C H A P T E R 2<br />

days. I see them adding more grappling moves into the <strong>game</strong>, which adds more dimension to it, more<br />

like in the UFC and Pride Fighting contests, but you cannot control the grappling move on the martial<br />

arts <strong>game</strong>s. Right now they are just animations. You cannot do turnaround/reverse moves if you are<br />

about to get slammed.<br />

TM: As a fighter in body and spirit, what would you like to see as the future of fighting <strong>game</strong>s?<br />

What excites you most about future fighting <strong>game</strong>s?<br />

JK: To be honest, I don’t play that many fighting <strong>game</strong>s right now, simply because I’d rather go to<br />

the dojo and experience it myself through free-sparring. It’s much more fulfilling and a great workout.<br />

I observe and watch a lot of <strong>game</strong>s. Unfortunately, they are all the same. I’d like to see a <strong>game</strong> that<br />

is based on real fighting strategies, understanding more of a strategy in fighting and how you can<br />

manipulate an opponent by seizing the centerline. Different types of footwork, throwing fakes, and<br />

diversions mixed in with punching and kicking combinations would be nice. There is also an issue of<br />

conquering yourself—the inner <strong>game</strong>—in order to get the upper hand on your opponent. I’m talking<br />

about a person’s thought process, which can either break you down or build you up, and this changes<br />

in varying degrees throughout a fight. That is why you have to develop a strong yet flexible mind to<br />

overcome yourself. Even though you might overcome yourself, it does not always mean you will always<br />

defeat your opponent because he might be much better than you. These are some of the things I’d<br />

like to see in fighting <strong>game</strong>s, some extra dimensions.<br />

TM: You’ve said that working with Japanese <strong>game</strong> developers is considerably different from working<br />

with U.S.-based <strong>game</strong> developers. How? What are the advantages and disadvantages in your experience<br />

as it applies to <strong>game</strong> design execution?<br />

JK: With the Japanese developers, they plan everything out—even down to the sick days and<br />

bereavement days for a death in the family. With many here in the U.S., usually most producers don’t<br />

have such a certain <strong>game</strong> plan. It’s a “run and gun” mentality. Especially, it does not help when marketing<br />

runs their “drop dead” deadline schedule because they have an end cap open date or a film that the<br />

<strong>game</strong> is tied into. Unfortunately, marketing does not know what is involved in making a <strong>game</strong>. And<br />

taking them for a tour of the QA facilities and/or production staff really does not let them have the<br />

total experience. It doesn’t let them understand what is really involved. They really have no idea. Many<br />

times the <strong>game</strong> itself suffers, because the producer is forced to take out elements in the <strong>game</strong> that<br />

are showing problems in the testing phase, because they cannot meet the deadline.<br />

TM: In your opinion, what might U.S.-based <strong>game</strong> designers learn from Japanese <strong>game</strong> designers<br />

based on your observations of each?<br />

JK: The Japanese designers and production teams that I have worked with are very meticulous in<br />

what they are doing. Everything is scheduled out in precise detail. They had a <strong>game</strong> plan that they<br />

would live by, so we would not have to worry so much. Most of the time we had weekends and nights<br />

off, whereas with productions here in the U.S., we were always running around putting out fires that<br />

would not have occurred if they planned things in advance.<br />

TM: What negative trends, if any, do you notice in <strong>game</strong>s these days that might be addressed via<br />

better design?<br />

JK: I feel marketing runs the <strong>game</strong> industry too much. Unfortunately, they pigeonhole the <strong>game</strong>s.<br />

Either it’s a sports <strong>game</strong>, fighting <strong>game</strong>, shooting <strong>game</strong>, or something based off a movie that they are<br />

“projecting” to be a blockbuster. There’s a certain formula that most <strong>game</strong>s follow, and it can make<br />

it pretty boring. They like to clone ideas off existing <strong>game</strong>s: “I like that hot new <strong>game</strong> that’s sold a<br />

49<br />

Level Planning and <strong>Building</strong>

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