I recently had the chance to sit down and preview Pirates: Duel on the High Seas which is the latest franchise to come out from Oyxgen Studios, with two games already in the franchise: Duel on the High Seas for the DS and Pirates: The Key of Dreams for the WiiWare and with this in mind I was fortunate enough to be offered an interview with David Wilshire, who is in the Development team for both titles.
Zentendo: What inspired you to go with the pirate theme for Pirates: The Key of Dreams and Pirates: Duels on the High Seas?
David: Firstly, everybody loves pirates. We feel that it’s such a broad and interesting subject as there’s so much to tap into and as a theme it lends itself perfectly to a videogame.
Zentendo: The artwork is fairly distinctive in game, what made you go for this style?
David: I think the style really came from the idea of a storybook perspective. Being able to keep the story rich and full of character was quite important in a game when you essentially don't get to see any characters. It was also nice contrast to an otherwise simplistic in-game style, and saved a lot of time trying to recreate such a narrative using 3d. The illustrative angle just seemed like the most logical path to take...
Zentendo: You're currently working on both the WiiWare and the Nintendo DS, what made you choose Nintendo over Xbox Live to launch Pirates: The Key of Dreams?
David: We're experienced Wii developers, so familiarity with the way the console works is a huge benefit and allows us to focus on having fun with it, rather than learning new technology. Our multiplayer mode on Pirates WiiWare is specifically designed to play to the advantage of the screen format and controls, rather than being a straight port of the DS game.
Zentendo: How different is it developing for the WiiWare in comparison to the DS?
David: The differences are subtle, but a few things need to be kept in mind. Download size needs to be optimal so players aren't waiting a long time before they play, and also storage of the game on the consoles AND memory needs to be considered. As there's no physical manual, an Electronic version is provided that can be accessed at any time. Players can even look at the manual before they buy the game to help them make their purchasing decision. Other than that, no other restrictions are placed on us by Nintendo; we're free to take advantage of all those great features with very few constraints.
Zentendo: In essence, Pirates: The Key of Dreams feels very retro owing to its top down look. What were the reasons behind this sort of look rather than a third person view?
David: The top down look works best for Pirates - from gameplay perspective it's really common sense. The action in the game isn't necessarily always in front of the ship, and the ship's cannons fire sideways. A third person 'over the shoulder' view would make the frantic dog fighting gameplay unfeasible, as well as taking up a third of the screen with blue sky rather than having more space to sail around, looting and pillaging!
Zentendo: What sets Pirates: The Key of Dreams and Pirates: Duels on the High Seas apart from the games currently on the market?
David: It’s first to format on wiiware. It is a fresh take on the pirates theme in contrast to other DS pirate games plus both titles have a solid tried and tested multi-player game dynamic which is always popular with NDS core gamers.
Zentendo: Can we expect any WiFi multiplayer action on Duels on the High Seas?
David: Yes you can. Both Multi-Card Multiplayer and download play (2-4 players) are supported.
Zentendo: Naturally, you're going to be very proud of both Pirates games, but is there any aspect of the games that you're particularly pleased with?
David: The standard of the art, particularly on DS is something we spent a great deal of the project time on getting right. The particle effects, environments, ships and weapons that give the in-game view its unique look also carry through to the cut-scenes and front end. From a play perspective the Multiplayer on both platforms are great fun and unique experiences.
Zentendo: Any chance of seeing the Pirates franchise move to the Wii in a full-blown game?
David: Obviously cost is a factor. Cost and therefore risk are lower on WiiWare, fewer barriers lay between us and getting the game out there, which means we can spend more time getting the most out of the game experience. If it proves to be a success then who knows..?!
Zentendo: How do you get inspiration to make the games you do?
David: We obviously work within a very creative environment so we are always bouncing ideas around the studio. The next stage after this (if the idea is strong enough) is to present our idea to marketing. That way it makes sure that we are focusing on making games that people want to play!
Zentendo: How can you tell if an idea for a game will be successful or not?
David: As we said before we rely on marketing for that! They do a lot of research that of course give us a focus as to who we are making the game for.
Zentendo: Finally, how did you get into this industry, and was it what you always wanted to do?
David: I was in magazine publishing before I moved to Oxygen. I have always had a passion for gaming and for me moving into this industry was a natural and exciting step.
I'd like to thank David for taking the time out of his schedule to answer these questions and I wish him the best of luck with the future of the Pirates franchise. You can see our preview of the DS game here.
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