use any of the Wii’s other features, such as the Wii Remote for minigames perhaps, or the WiiConnect24 service?
At first we didn’t use any other features, because we concentrated on users being able to casually enjoy the game through simple control with Nunchuk. We call it “Easy play by a thumb, with Nunchuk only!” However, users can also use Wii Remote if they like.
You guys have been called an 'all-star' development team - how does it feel to be a legend?
It is such an honour that the users evaluated our past creations and remember us. That gives us more freedom to try new things in our future production.
However, we have a lot of things we would like to challenge rather than appreciating our past productions. So, we don’t feel like a “defending champion”. We are only on the start line to really make a legend!
What has it been like developing for the Wii compared to other consoles?
I am not really particular about Wii, in aspect of hardware structure. My expectation to Wii is that there may be a fresh appeal to new users that this game is not targeted to a small group of hardcore gamers.
The graphical style of the game is very family-friendly. A lot of titles for the Wii have taken this angle. From a developer’s point of view, do you feel that more mature games could suit the Wii as well?
At a certain point in the past, I had a feeling that videogames were only for a small group of users who liked that particular style. From that point of view, I think it is important that we return to a starting point and try to create a game that everyone can enjoy.
is certainly a game which all family members will enjoy, but we didn’t emphasize a style which appeals to children. Rather, we aim to create a high-quality entertainment which has an appeal to adults.
It will be interesting if we can make something to spur a feeling – something like a childhood’s yearning to adulthood.
What have been the highs and lows of developing Opoona
so far? Have any interesting anecdotes to share?
Every day was the repetition of highs and lows, naturally the process to create something new is a lot of fun and at the same time takes a lot of pain.
The beginning of Opoona
was my drawing – I drew the thing which appeared in my dream, when I was taking a bath just after waking up. I drew it by finger on the bathroom mirror.
That was already almost a final design of Opoona
– but being so simple means that a subtle change during sophistication can make drastically different impression. So it took a very long time to finalize designs.
What games other than your own projects are you looking forward to this year?
I can’t mention specific names, but I look forward to seeing a simple and high-quality title. I personally enjoy creating Mii, and I feel that it doesn’t necessarily have to be a “game” that I enjoy.
Ideally, I would like to look forward to our own project. That would be the best reward to working in a videogame development.
Thank you very much for your time.