The Iwata Asks series of interviews has proved to be an interesting look into the developer's insight of the games that each interview focuses on. Most recently, this had be done for Super Mario Galaxy.
Since Tuesday, there have been new sections of the new Iwata Asks: Super Smash Bros. Brawl daily, where Iwata interviews SSBB's director, Masahiro Sakurai of Sora Ltd., one-on-one.
The topic of this part of the interview is Super Smash Bros. Brawl's Adventure Mode, The Subspace Emissary.
List of topics include:
Iwata and his former employee discuss the idea of an adventure mode in a game like Brawl, the development of the story for the Subspace Emissary, and it's accessibility. One notable fact that can be taken from the interview: Kazushige Nojima of Final Fantasy VII fame is a scenario writer for Brawl. Also included in the interview is another Subspace Emissary video.
Vol. 1: E3 2005: A Beginning | GameGrep
Vol. 2: For First-time Gamers
Vol. 3: Versus, Co-op, and Share
Vol. 4: The Subspace Emissary
In Super Smash Bros. Brawl, there were some big developments for solo play.
Whoops! (laughs) Maybe I did go a bit overboard.
Its just that Smash Bros. has always been played as a fighting game and I didnt think it would be possible to make the single-player Adventure Mode a primary form of game play. However, I was impressed by how well it turned out. Can you talk about why you were set on developing an Adventure Mode and how you got there?
Well, as I discussed earlier, a fundamental idea at the start of development was that this would be the last Smash Bros. title, and that, ultimately, there would be few opportunities for Nintendo characters and major, well-known characters to gather in the same place.
So this too was truly a once-in-a-lifetime event, where you had to treasure every encounter.
Right. Blessed with such an opportunity, I tried to think of ways we could enable players to more thoroughly enjoy such a rare all-star lineup and, in the end, I pulled a power play. To put it simply, the Adventure Mode is like a stand-alone title offered in the same package. In terms of development work as well, it was like making two distinct games.
So, what it shares with the multiplayer mode are the character data and programming for basic movements. Everything else is different, right?
Right. We had to change the basic game systems for the two modes. Also, even though character movements are pretty much the same, we made adjustments to things like the speed at which characters run for the Adventure Mode.
Well, I cant help but ask what possessed you do to all this?