An interview with Working Designs
By Steve Lofman
At
the recent E3 show, REVOLUTIONS was able to speak to
Working Designs' Bonnie Shirley to find out about the latest
happenings with the company, Sega, and of course, the games.
Revolutions: When you step back and look at Working Designs, how much and in what ways would you say you've grown as a company since the original Lunar for the Sega CD?
Working Designs: Wow, that's a loaded question. Well, every six months we're expanding as a company with new staff and the such. So it's amazing to see the differences between the staff we had back then and what we're working with today. Also, our standards have raised along with the technology. Like our standards of graphics, animation and even the soundtracks to our games. Lunar was a revolutionary game in itself and we had a tremendous response from that title, so basically we're trying to work off of games like that. Though not only reproducing it, but bettering the results.
Revolutions: Many believe that the future of the Sega Saturn partially rests on the shoulders of Working Designs, mainly of the ancious anticipation of your Role Playing Games. Will you deliver what these die-hard RPG fans want with your 1997-98 lineup?
Working Designs: We're definitely going to try. We have Albert Odyssey coming out in a couple of weeks to tide the consumers over until we release Magic Knight Rayearth, which will be coming out 4th quarter `97. And then after that you'll see the original Lunar out for the Saturn as well. But not only with little twists of the original story-line, but improved graphics worthy of its 32-bit name.
Revolutions: So basically, you're going to be focusing in on the Role Playing genre for the next couple of years then?
Working Designs: Yeah, basically. We'll be definitely focusing in on our RPGs, I mean, we're constantly looking for new titles to bring over to America. Also, we're paying much attention to our sub-label Spaz, who will be releasing a title for the Saturn as well called Sega Ages, which consists of Sega's most popular arcade games of the late 1980s and early 1990s. The disk will contain three games: Afterburner 2, Outrun, and Space Harrier.
Revolutions: I noticed that at the Sony booth Spaz has a shooter coming out for the Playstation called Raystorm. Now I was playing the game for about 10 minutes until I looked down and noticed that the game is only 20% completed! That game looks pretty impressive for only being in such early stages of its development.
Working Designs: We hope Raystorm does as well as it looks. Raystorm will be out in 4 weeks, and if everything works out wonderfully, we'll have an RPG out for the Playstation by the end of the year.
Revolutions: Could you give us a hint on what it may be?
Working Designs: No, I can't. (she laughs)
Revolutions: Well, do you know if it will be another hand-drawn RPG like the others?
Working Designs: Well, I don't really know enough about it to tell you about anything right now. I have some speculations of my own on what it may be like, but they're only just that: speculations. I've heard absolutely nothing about it and Working Designs likes to keep these things under tight raps before they've begun to choose which one to port over.
Revolutions: From beginning to end, the storyboard, the art, animation and music, how long does it take to produce a quality RPG?
Working Designs: Well, what we do ourselves is just translate the game. The actual game itself is made in Japan. So we're the interpreters for the American gamer. But the process that we do: the translating of the text, dubbing the voices and such takes roughly 4-6 months.
Revolutions: So there's a Working Designs of Japan?
Working Designs: Not exactly. Like for example, the original Lunar was first a licence of Game Arts. So in Japan that's what the title was released under. We have people go to Japan and basically scour the different companies for quality RPGs to bring over to the United States. That way, you never get the same old RPG from the same old company. You get different styles of art, animation, and gameplay.
Revolutions: What are some major differences between the upcoming Albert Odyssey and Magic Knight Rayearth?
Working Designs: Well, some major differences lie in the gameplay. Albert Odyssey is more of a true RPG, while Magic Knight Rayearth is more of an Action/RPG. Another difference is in the animation. Rayearth has about an hour and a half of animation and Albert Odyssey has about 10 minutes, leaving most of the story told through text.
Revolutions: What have the 32-bit console systems done for RPGs that couldn't have been previously done on the 16-bit systems?
Working Designs: I guess a good example of that would be in Albert Odyssey. When your characters are on the map they're in a 3-D environment moving from location to location. But when they reach a town, they're reverted back to their 2-D aspect, such as the Lunar layout.
Revolutions: Those two games, are they strictly hand-drawn or are there any additional computer effects added?
Working Designs: Yeah, there are some added computer effects. Like in Albert Odyssey, the monsters. When they get hit and damage is inflicted upon them, you can see their reactions better with the aid of computers. Like their eyes bulging out and other facial expressions. And you can see a pretty good reaction when the characters too get hit.
Revolutions: As you may know, Japanese animation has grown steadily within the past few years in the United States. Do you believe that this has contributed to the success in any way of Working Designs?
Working Designs: I definitely think so. People here have taken so much to Japanese animation, which is basically what the RPGs consist mainly of. All the cutesy characters, and their exaggerated facial expressions and such. Also, with the hour and a half of animation in Rayearth is drawn by the same person who produces the anime in Japan.
Revolutions: How do you decide what Role Playing Games you pick up from the Japanese market? What are some major determining factors?
Working Designs: Gameplay is definitely a major factor. If the game looks great, and plays great, and the animation and music is good then we'll consider bringing it overseas. Also, we look at the replay value. Can you play this game a second time around and still get out of it what you got the first time? That's very important, because who wants a game that when you play it once through, you end up selling it for another?
Revolutions: What can we expect from Spaz after Raystorm?
Working Designs: Well, as you know they're going to be releasing the Sega Ages disk. But for the immediate future of Spaz, we're going to have them focusing in on the shooter games. As for the Playstation, I'm not sure of what'll be next.
REVOLUTIONS would like to thank Working Designs and Bonnie Shirley for their time and wish them the best of luck in their very promising future.
© Copyright 1997 REVOLUTIONS Online