{"id":24364,"date":"2018-06-09T05:15:00","date_gmt":"2018-06-09T05:15:00","guid":{"rendered":"http:\/\/www.nintendolife.com\/news\/2018\/06\/treasures_masato_maegawa_explains_how_developing_sequels_would_be_a_ldifficult_decisionr_to_make"},"modified":"2018-06-09T05:15:00","modified_gmt":"2018-06-09T05:15:00","slug":"treasures-masato-maegawa-explains-how-developing-sequels-would-be-a-difficult-decision-to-make","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/06\/09\/treasures-masato-maegawa-explains-how-developing-sequels-would-be-a-difficult-decision-to-make\/","title":{"rendered":"Treasure&#8217;s Masato Maegawa Explains How Developing Sequels Would Be A \u201cDifficult Decision\u201d To Make"},"content":{"rendered":"<div class=\"media_block\"><a href=\"http:\/\/images.nintendolife.com\/news\/2018\/06\/treasures_masato_maegawa_explains_how_developing_sequels_would_be_a_ldifficult_decisionr_to_make\/large.jpg\"><img decoding=\"async\" src=\"http:\/\/images.nintendolife.com\/news\/2018\/06\/treasures_masato_maegawa_explains_how_developing_sequels_would_be_a_ldifficult_decisionr_to_make\/small.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<aside class=\"picture embed centered picture-900x img-900x\">\n<div class=\"img\"><a title=\"GunStarHeroes.jpg\" href=\"http:\/\/images.nintendolife.com\/news\/2018\/06\/treasures_masato_maegawa_explains_how_sequels_to_certain_games_would_be_a_ldifficult_decisionr_to_make\/attachment\/0\/large.jpg\"><img decoding=\"async\" src=\"http:\/\/images.nintendolife.com\/news\/2018\/06\/treasures_masato_maegawa_explains_how_sequels_to_certain_games_would_be_a_ldifficult_decisionr_to_make\/attachment\/0\/900x.jpg\" alt=\"GunStarHeroes.jpg\" \/><\/a><\/div>\n<\/aside>\n<p>When Masato Maegawa departed Konami in 1993, he co-founded Treasure \u2013 a Japanese company that became known for its classic action-style and shoot \u2018em up games. Starting out with <a class=\"external\" href=\"http:\/\/www.nintendolife.com\/games\/megadrive\/gunstar_heroes\"><strong>Gunstar Heroes<\/strong><\/a> and eventually moving onto projects like <strong><a class=\"external\" href=\"http:\/\/www.nintendolife.com\/games\/n64\/sin_and_punishment\">Sin and Punishment<\/a><\/strong> years later, the newest arrival is the re-release of <strong><a class=\"external\" href=\"http:\/\/www.nintendolife.com\/games\/switch-eshop\/ikaruga\">Ikaruga<\/a><\/strong> on the Nintendo Switch.<\/p>\n<p>Now, in a recent <a class=\"external\" href=\"https:\/\/venturebeat.com\/2018\/06\/08\/interview-ikarugas-beloved-developer-treasure-on-keeping-games-old-school-forever\/\">interview<\/a> with GamesBeat, Masato Maegawa has discussed a range of topics linked to Treasure\u2019s decision-making and development processes. When asked if the company would consider making a sequel for any of its titles, Maegawa explained it was a difficult decision to make:<\/p>\n<blockquote>\n<p>We\u2019ve considered various sequels, but the wall is high. For instance,\u00a0<em>Gunstar Heroes<\/em>\u00a0is known for Seven Force, a boss that can transform into seven unique forms, but that wouldn\u2019t have much impact if we were to create something similar to that in a modern sequel. At the time, it had a lot of impact because it featured a large-scale boss that was lively and moving around on game hardware with limited functionality. Now, the hardware is much more advanced, so that sort of thing wouldn\u2019t make as big of an impression. We don\u2019t have a strict policy of not creating sequels, but it\u2019s a difficult decision to make.<\/p>\n<\/blockquote>\n<p>Maegawa was also queried about why shoot \u2018em up games are still so popular, saying it was the passionate fans that sustained the popularity of these titles. He went on to note how the gap between casual and core users had widened, so the genre was unlikely to make a resurgence any time soon.<\/p>\n<blockquote>\n<p>We could possibly increase the fanbase if we completely separated the Easy Mode by changing up the pattern construction and adjusting it to a difficulty where anyone can clear the game. This change could appeal to many newer users, while still showing them the real fun of shooting games. That said, we believe that this is a genre where it\u2019s important for us to keep our core users in mind first.<\/p>\n<\/blockquote>\n<p>The final question was about Treasure\u2019s future. Maegawa was unable to provide any specific details, but did reveal the developer would continue to focus on more nostalgic experiences:<\/p>\n<blockquote>\n<p>We can\u2019t provide any details, but thankfully we are fortunate enough to receive offers from various companies even now. We don\u2019t have plans to introduce new social games or VR games to our fans; we think we should leave those to companies who are good at those genres. We believe it\u2019s best for us to continue making nostalgic game experiences, just like the way we\u2019ve been making them up until now.<\/p>\n<\/blockquote>\n<p>While we\u2019re on the subject of Treasure, be sure to check out <a class=\"external\" href=\"http:\/\/www.nintendolife.com\/news\/2018\/06\/feature_nicalis_on_the_timeless_allure_of_physical_games_and_bringing_more_treasure_titles_to_switch\">our interview<\/a> with the founder and president of Nicalis (the American company responsible for publishing Ikaruga on the Switch).\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>When Masato Maegawa departed Konami in 1993, he co-founded Treasure \u2013 a Japanese company that became known for its classic action-style and shoot \u2018em up games. Starting out with Gunstar Heroes and eventually moving onto projects like Sin and Punishment years later, the newest arrival is the re-release of Ikaruga on the Nintendo Switch. Now, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27],"tags":[],"class_list":["post-24364","post","type-post","status-publish","format-standard","hentry","category-nintendo-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/24364","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=24364"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/24364\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=24364"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=24364"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=24364"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}