
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?
The
goal depends on the game mode. We are still thinking about how many
game modes we'll have. For example, time challenge requires you to
clear the hole music course as quickly as possible. Another mode may be
how many band members you can get at the course. So there will be
different game modes.
But for the basic game function, you will
set up an initial BPM [beats per minute] by shaking the Wii controller
and you start marching. Along the street and the road, you can find
some one who wants to join your band. And you can invite these kind of
people into your band. So it requires some kind of rhythm-based
actions. But, of course, this kind of action is already controlled by
your shaking the controller. And if you successfully invite the member
into your band, you not only get that new member but also their new
instrument as part of your band. And you keep doing that.
At the
start of the stage you will not yet have a gorgeous orchestration.
Maybe it will be a very simple and monophonic type of music coming from
the speakers. But if you get a new member, one part will be played by
that new member. If you can keep going and recruiting new members, the
music grows bigger and more gorgeous. And finally, you will reach the
goal or the stage rank. We will have very kind of simple stories that
leads the player to understand what's the broader mission of the game.
So that is the basic structure.
How long ago did you start development on the game and about how far along would you say you are?
Recently, we've been spending kind of a
long time to design the game. We call that prototyping. We spend
sometimes over a year or a little longer than that. During that time,
we are improving the game functions and the basic ideas. For this game,
we've already spent a year or a little longer than that. Last October,
we started the actual production. So it's just passed three months.
And
when you compare this to previous rhythm games you've worked on like
PaRappa the Rapper and Vib-Ribbon, how much more complicated is it
making a game that's designed--a rhythm game that's designed around
gesture as opposed to pressing buttons?
That's kind of a
difficult question for me. Actually, our most recent title was not
PaRappa or Vib-Ribbon. That was already almost ten years past already.
Recently we have been working on Tamagotchi Connection for DS, which is
not a music based game.
Right.
So we already
have a little wider experience, more than just music-based games. And
as you know, Guitar Hero, SingStar and Rock Band are already very big
hits in the Western market. We can't do a similar kind of thing so, of
course, we have to challenge ourselves to do something new. About the
gesture controls: it is very hard, so we are still struggling to figure
out what kind of gestures are suitable for this game. It's very hard.
Nintendo
showed a demo a couple of E3s ago with Miyamoto conducting on
stage--the game was called Wii Music at the time. Have you gotten any
particular help from Nintendo for your game? Have they shared any
knowledge that they have learned from their development, or have you
been pretty much working on your own?
Actually, no. Ignoring us would be the best help for us. [Laughs.]
Why do you say that?
I
don't know. We are just a third-party, and at this moment, I shouldn't
have any detailed information about Wii Music. Maybe that would make me
confused a little about what I'm trying to do.
Will the music be original music or licensed?
Basically,
licensed music, but we will make very aggressive arrangements for the
original music scores. I mean it's not just arranging but for the game,
if you play with something--we have a situation where if you shake the
remote to quickly switch from faster tempos to slower tempos or vice
versa, the music goes very strange. Everybody plays a very strange
sound. Those kind of things are very interesting for me. It really
sounds like original tracks.
So you're saying that even licensed music can still sound original because of how the music changes in the game?
Yeah, yeah, yeah, and the music changes in real time.
Just
to make sure I understand: the music, can you change the tempo of the
song while you're playing the song or do you set it and then it stays
that way for the whole song?
You can change it. But we are
still trying many ways to set up controlling input method so that it's
easy to understand for everybody. Right now, we are doing simultaneous
concerts--changing the tempo when you get new band members. Or
sometimes we separate controlling the tempo and getting new members
independently at different times. So it's changing dynamically right
now.
Got it. So right now, the music changes dynamically if you change the tempo with the remote?
Yes.
Is the game being designed for a Japanese audience first, or are you making with an American and European audience in mind?
We
are designing for the Western market first. And we are now trying to
find a Japanese publisher. Maybe we can find one soon, I hope.
How
did you end up connecting with Majesco on this game? Is this an idea
that you had and said, "I'd like to make this game and work with them?"
Did they have the idea? How did it go?
I don't remember
exactly the start of our relationship. I think we had a chance to meet
in New York, last year or a little earlier than that. But anyhow, I
went to New York for something, and I met the Majesco people there. We
discussed about the possibilities to work together, and I returned to
Japan and started to think about the product, the game. As I told you,
we made a prototype, we showed that to them, they liked our ideas, and
it started, the collaboration.
What kind of research have you done into marching bands?
Ah.
Yeah, you mentioned a very nice suggestion for me in your email. [Note: we originally sent Matsuura the questions for an email interview, but switched to a telephone Q&A for time constraints.] I have to
start looking into Grambling, Southern and Hampton [universities].
Right. And there's another one, Florida A&M.
What?
It's called Florida A&M or FAMU, F-A-M-U.
Uh-huh.
It's another amazing historically black college marching band.
Florida A&M?
Yes.
Okay, I will investigate that.
For
me, the marching bands and marching songs don't sound contemporary. But
I don’t know, I really love to listen to marching songs sometimes,
especially for depressing situations. When I drive a car along--usually
I listen to very contemporary music every day. But once I started to
listen ancient, old marching songs, it was very encouraging,
uplifting. So that would help everybody who plays the game, too, I
think. [Laughs.] This is a very simple reason.
Is there a big marching band tradition in Japan?
Not
tradition. I should mention a little bit about our marching band
history. It's always been connected with political commercialism. To
dig up the history of our Japanese original marching band can easily
become a military advertisement, especially for the last war. I really
don't want to make the people aware of these kinds of bad memories. I
want to avoid these kinds of bad memories, especially for the older
people. On the other hand, we have many amateur brass bands or marching
bands in junior high or high school and college. So we have very nice
brass bands and marching bands in our country.
So you're
saying that you're not drawing on the older tradition of marching bands
in Japan which is connected to politics and the military but more
collegiate and high school bands?
Yeah, that's true. Yes.
Even for me, I really don't know about the old military marching band
sounds and tunes. So, I've spent some time learning about that kind of
old history.
Are there any other particular countries' marching bands that you're drawing on?
Yeah, we are investigating some European countries like Germany or Austria. They already have very interesting tunes.
Going
back to something that I was about to ask earlier: before I had sent
you the questions via email, you weren't familiar with the black
marching band tradition in the United States, but you're saying you
might look into that now?
Yeah.
The game obviously uses the Wii remote. Does it use one or two?
We
are focusing on one controller. But we are thinking about a cooperative
mode with several players or a competitive mode or something like that.
Basically the game is one controller for one player. But maybe several
players will be able to play together.
Are you investigating online play, or does it make more sense for this kind of game to be played on a single machine?
Currently, we are focusing on the single machine instead of having network facilities.
Will it use the nunchuk at all? Do you have to move your band around or--
No,
not right now. As I told you, we are still investigating the various
kinds of ways of controlling the game by using the Wii controller.
During this kind of investigation, sometimes we are trying to add the
nunchuk to do something or other. Or sometimes we give up on that. It's
very fluid right now.
Since it's a marching game, what
about the Wii balance board? Is that something that you think that
might make sense to incorporate into the game?
[Laughs.] Wii Fit?
Yes.
Currently,
we're not thinking about using the Wii Fit board. Of course, we have to
think about it, but I think it requires a little more time to know
about that hardware.
Yeah. Maybe for the sequel?
Yeah. Maybe.
I
just have a few more questions. How do you and [visual designer] Rodney
Greenblat collaborate on a game? How do you work together? And which
kind of visual style should we expect to see from the game?
It's,
how can I say it--the visual style is Rodney-style. [Laughs. It's
really unique and original. Also I never say to him, "Please make this
more stylish." I really respect his art style. So maybe it's very
Rodney-style, actually.
Majesco is based in New York, as you
know. Rodney lives in Soho. So they are very close physically. Majesco's people really loved PaRappa, so they really wanted us to work
together again for this game. That was a very strong request they made
of me.
Several top developers in the West--and you talked
earlier about the success of games like Rock Band and Guitar Hero and
SingStar--a lot of the top developers who have made those games have
cited PaRappa the Rapper as laying the foundation for the music game
genre. Why do you think PaRappa was so influential?
Oh....[Pause.] I don't know. Maybe he's cute. Or how can I say it? [Pause.]
Actually,
we really don't think about having intellectual property rights, like
DMCA [Digital Millennium Copyright Act], for music-based games or rhythm-based games. This means
rhythm-based games are open for any kind of developers. Some
intellectual properties owned by other companies do that. But we didn't
do that. So a music-based game is very open type of genre. I think that
will be helpful to any developer who wants to make a music-based game.
What do you think of Guitar Hero and Rock Band?
I
really like them. I remember the first time I met with the Harmonix
people when they came to Tokyo. It was 1997, I think. And at that time,
they made a kind of interactive music experimental software on PC. So I
strongly recommended to them that they make a game. Guitar Hero is a
kind of a very good answer from them. So I really love to see their
success in the industry. Very happy.
Do you think those games will succeed in Japan?
It's
kind of a hard question for me because as you know, rhythm-based games
in this country already happened a decade ago. So many Japanese
audiences already are less interested in rhythm-based games.
Also,
Guitar Hero and SingStar require a peripheral, so Japanese publishers
don't want to have to stock those peripherals. It makes the risk
higher. This is a very simple reason.
So that's potentially
one advantage if you find a publisher for Major Minor's Majestic March:
it won't require separate a peripheral. You can just use your remote.
Yeah, that's true. We don't need any additional peripherals.
There
are a number of fans here in the United States of your earlier games,
like PaRappa the Rapper and Vib Ribbon. What do you have to say to
those fans who would love to see a sequel to either or both of those
games?
Thank you. I have to say thank you. [Laughs.]
Well, thank you very much for your time, Matsuura-san. I appreciate it.
So I'll see you at DICE?
Yes. I'll look forward to seeing your talk.
Yeah. I will play the _______ ____ there.
You will play the _______ ____ there?
Yes. It's secret.
Okay.
So we won't reveal it. But will you be--I know you're giving a talk at
DICE. Will you be showing the game or just talking about it?
We are showing something, but not yet the game.
Great. All right. Well, thank you again for your time.
All right. Take care