Interview with Seabass (big man from Konami)

Han

Senior Squad
LOL :D Sorry guys but I am happy to read that my comments were not somuch bull**** as some people thought. My comments why there is no on-line on the PS 2. I said because they are at the boundaries of what's possible... listen what the big man Seabass Tsakatsuka says about it himself....


The interview (source konami-europe ( http://uk.konami-europe.com/news.do?idNews=37 )
How would you describe your approach to the ongoing development of PES - a labour of love, or more a fascinating technical puzzle?


Seabass: "Of course, the team and myself always like to take on new technical challenges, but on top of that there is the love for football as well. We take on new challenges because we want to create a 'real' football game. It's more the love toward the sport that I want to represent in the game."

PS2 is getting on for five years old. Do you think there's more you can squeeze out of the game technically?


Seabass: "There are loads more player motions that we'd like to include, but we feel we've reached the limit of the current hardware. I also have lots of ideas related to AI that I'd like to implement, but again, due to the limitations of machine power, I can't put that in. And also you might have already noticed some slow-downs, and that's because we're crunching so much information - we're squeezing a lot of things in there so, we're afraid that we might hit the limit quite soon." ;)

When you were making PES4 for Xbox, did working on a slightly more powerful console open up any more exciting opportunities for new AI, animations and so on?


Seabass: "Yes, you're right - the Xbox and the PC are more powerful and we can implement new player motions an AI. However this time it's our first try, so we stuck to a conversion to see how it goes. But in the future we would like to try out the difference. As a team, we designed the game for PlayStation and PlayStation 2 from the first game onwards, so even though the [Xbox] hardware is better, it's still quite difficult to make it better than the original PS2 version. However, this is why we put the online element in Xbox because there was more space. If you think of it like a glass of water, there's just more room on Xbox to add more so we decided online should be it."

Why wasn't online in the PS2 version this year, and are there any plans for PS2 online PES going forward?


Seabass: "Well, technically it was quite possible in terms of having PS2 online. However when you compare the two first parties' infrastructure towards online - meaning Xbox live [vs Sony's Online Network] everything is virtually there, with the game servers and services and we thought this was a better choice. In the PS2 service, we have to create our own game servers and that kind of thing so that's why we had to pass on this one [PES4]. However, we already have PES running in the studio on PS2 online. So we're waiting for Sony to construct a better infrastructure for PlayStation and also the users be hooked up on broadband. I'm pretty sure we're going to have [online] on PES5 for the PS2."

How far ahead does planning take the series, does the team already know what will be in PES6 and therefore know what the advances and limitations of PES5 will be?


Seabass: "Well of course we are always looking and planning ahead, however it's the end of the lifecycle for PlayStation 2. Therefore we're only really looking ahead to PES5, and we already have ideas - we're starting to work on it already. However for the future, like you said PES6, we're thinking of next gen platforms so we're just constructing ideas about that."

What kind of things do you think the next generation of consoles will allow you to do that you can't already in the current generation?


Seabass: "We predict that we'll have many more motions, we have loads of motion capture data of movements that we want to implement but, quite frankly, in the current console, due to limitations, we can't put them in. So, you know, space is one thing. Which totally opens up our new gameplay because we'll get more variations of dribbling or passing. You will see, right away, that there's a difference because there's more movement in there. Also, AI. Right now the team members have to consider 'will the AI process in this machine.' We're really holding back ideas that we really want to implement. So, in the next gen games we won't have to hold back that little bit more. We'll be able to put in AI to make attacking smarter, or defending smarter. Also, the obvious is online. Our team has loads of ideas for online but we can't do it because we're almost close to the limit for PS2. We don't know the specs yet, but we're hoping that the next gen will provide us with more space and more power so that we can do all this."

What are the team's plans for PlayStation Portable (PSP)? Are there any plans to make those games compatible with PS2?


Seabass: "Well, currently nothing really concrete. We've no concrete specs for the PSP version that we could announce at this time. We're not holding back the announcement, it's just that we're in the concept development stage to utilise what's best for the PSP handheld game."

When you and your team first heard about Sony's plan for PSP, what ideas immediately inspired you - what did you immediately think could be possible?


Seabass: "There were two things. Obviously it's portable, so you can have it anywhere at any time. Second was LAN - you can connect it via LAN, so that really inspired us."

So maybe we could have 22 players all in the same game?


Seabass: "We always say that one of our final goals is to have 11 versus 11, but the team doesn't believe we can do this on PSP before doing it on a [home] console. Technically we could do it, connecting on the PSP LAN, however it will probably not give you that satisfying PES feeling if we try to do that on the PSP platform."

Is it possible that you could exchange data between the PSP version and PS2 version? Master League teams for example?


Seabass: "Yes, you hit the nail on the head when you mentioned portable as one of the things that inspired us. One of the points that I was thinking was, since it's portable, it doesn't have to be the action that's going on. You can take it wherever you like, and configure your Master League teams and that kind of thing. Then, when you go back to your house again, you can play the game. That was kind of the initial idea I had."

Do you have a Master League team of your own, and which players do you always buy for your team?


Seabass: "In real life football too, I really like Inter Milan. So I buy the Japanese players because they're quite cheap and quite good players. Apart from that I like Recoba, the Uruguayan player. I buy him quickly and set him as a key player in my team."

What's the best way to play PES - digital or analogue?


Seabass: "The D-pad has a quicker response, I think. However I see a lot of players in Japan using the analogue stick as well and they're as good as the players how use the D-pad. So if you're really pushing the buttons in and your thumbs are really sore, you should use the analogue stick and get used to it. In Japan, when we have tournaments, the guys bring their laptop joysticks."

You heve mentioned that man-to-man marking in this version isn't as effective as he'd like, so what strategies are most effective in the new game?


Seabass: "In the past we got complaints that having three back in defence, instead of four, was quite weak. So, in PES4, we've strengthened the defence when you're using three. I recommend that you effectively use the off-side trap, because that's really effective in PES4. Man to man coverage isn't as good as I'd like it to be, but having looked at Greece in Euro 2004 I thought that I needed to look at how the weaker teams would use man-to-man to be effective, especially if the teamwork is good."


LATER ON, AKI SAITO MENTIONED HOW THE TEAM is constantly working on PES to make it as close to real football as possible. All the programmers, often including Seabass himself, video the most recent games from around the world, from domestic Japanese to the Premiership, and of course international. They have these constantly running on monitors so that they can analyse and reconstruct moves in PES, in order to bring the series that little bit closer to real football day by day.

So when the time comes to release each new version of PES, Seabass decides which ideas are working the best in order to include them, and holds off the ideas that aren't quite perfect just yet. Evolution is literally at the centre of PES, as opposed to its competitors that aim to are driven by desire to include new features for the sake of new features, that may not always be right for football.

It's Seabass's aim to take PES as far away from what he calls 'digital football' as possible, the goal being to make PES pure football in the end. At the moment Seabass feels that he and his team are not even halfway there.

We'd like to thank Mr Seabass Takatsuka for his time, and Mr Saito for his kind assistance with all the translation.
 

Passanzaro

Youth Team
Im glad the reason for no ps2 online is hardware limitations. Now i see no reason at all why it wont be online for pc, unless he is lying.
 

The Don't

Starting XI
Cheers han I found that really good to read.

I didn't know the xbox version was a conversion though. I thought it was being separately developed :(

That means there'll probably be slowdown on the xbox too. (N)
 

aqua

Reserve Team
Very interesting interview....the questions are a lot more interesting than the usual obsequious fawning or trivial questions about licensing.

Thanks for posting.

Hey Han, I know you have contacts so did you do the interview ? (H)
 

Han

Senior Squad
Originally posted by The Don
Cheers han I found that really good to read.

I didn't know the xbox version was a conversion though. I thought it was being separately developed :(

That means there'll probably be slowdown on the xbox too. (N)
NONONO.... ;) He clearly said that the slowdown was also because of the limitations of the hardware, so no slowdown on the xbox.
BTW, There is a difference between a conversion and a port concerning these things. In a conversion they should adapt some things because (in this case) the Xbox hardware is very different, so they cannot just copy it from PS2 to Xbox.
 

Han

Senior Squad
Originally posted by aqua
Very interesting interview....the questions are a lot more interesting than the usual obsequious fawning or trivial questions about licensing.

Thanks for posting.

Hey Han, I know you have contacts so did you do the interview ? (H)
LOL it was just like I was talking right?? :D
I wish I have the same salary and knowledge as Seabass :)
 

niceman

Senior Squad
Originally posted by Han
LOL it was just like I was talking right?? :D
I wish I have the same salary and knowledge as Seabass :)

How about taking the APC to the TKJ and revert to a PKLJ connection this will make it FAN TAS TIC...some of this is total bullsh.it for me...im in the medical sector not the computerbusiness:f***: so what does it say in inglese por favor...

We need ad poll to figure this out:

:drevil: its competitors that aim to are driven by desire to include new features for the sake of new features, that may not always be right for football. :drevil:
 

Mayor

Starting XI
Originally posted by Passanzaro
Im glad the reason for no ps2 online is hardware limitations. Now i see no reason at all why it wont be online for pc, unless he is lying.
he said:

"Yes, you're right - the Xbox and the PC are more powerful and we can implement new player motions an AI. However this time it's our first try, so we stuck to a conversion to see how it goes. But in the future we would like to try out the difference."

what means PC version will be direct conversion...again :kader:
yeah, why he said it's their first time? first time was with PES3 and they screwed up the whole conversion , now coversion again but with LAN game, odd
 

Paco de Lucia

Youth Team
This is priceless...

"And also you might have already noticed some slow-downs..."

Yeah, Seabass...you know...now that you mention it I did notice some slowdowns in WE8. Why didn't you fix it you sonofabitc...!!! :f***:

Just kidding, very nice. Always interesting to hear what's in that little genuises head.

Hooray for Seabass and his development team.:rockman:
 

Han

Senior Squad
Originally posted by Mayor
he said:

"Yes, you're right - the Xbox and the PC are more powerful and we can implement new player motions an AI. However this time it's our first try, so we stuck to a conversion to see how it goes. But in the future we would like to try out the difference."

what means PC version will be direct conversion...again :kader:
yeah, why he said it's their first time? first time was with PES3 and they screwed up the whole conversion , now coversion again but with LAN game, odd
Did you read what I said about the difference between a conversion and a port....? ;)
 

Passanzaro

Youth Team
Originally posted by Mayor
he said:

"Yes, you're right - the Xbox and the PC are more powerful and we can implement new player motions an AI. However this time it's our first try, so we stuck to a conversion to see how it goes. But in the future we would like to try out the difference."
That isnt talking about the online though
what means PC version will be direct conversion...again :kader:
yeah, why he said it's their first time? first time was with PES3 and they screwed up the whole conversion , now coversion again but with LAN game, odd
Why only pc? He said xbox and pc
This is getting quite confusing because he seems to contradict himself:
"However, this is why we put the online element in Xbox because there was more space. If you think of it like a glass of water, there's just more room on Xbox to add more so we decided online should be it."
"Well, technically it was quite possible in terms of having PS2 online."
The first sentance was what i was remembering when i made my post. In regards to the second (edit: the first i mean, what was i thinking), there is a lot more 'space' on pc than either..
wtf
 

TristanAbbott7

Starting XI
Can you imagine the same interview with Danny Isaac?

Interviewer: So Mr. Isaac, what innovations do you plan in your next installment of FIFA?

Danny Isaac: Well, we're really working hard on being able to score from any area of the field with any player.

Interviewer: What will that accomplish?

Danny Isaac: Well, we've had a lot of complaints from our majority market, who average 7 or 8 years old, that they can't score anytime they want to. We've tried in the last few years to
implement being able to score 90% of the time when taking shots from 50 yards out but this isn't enough. We've even allowed the user in the latest version to score with the goalkeeper when he throws it out if they hit the right combination of buttons but we're really looking for a one-touch-shot-to-goal feature.

Interviewer: Won't this make the game unrealistic?

Danny Isaac: You think "realism" is our main priority here? Have you not seen the last 6 versions of FIFA?

Interviewer: Yes I have and I've got to say, "realism" isn't something I figured was a priority for you guys.

Danny Isaac: Right on! We're looking for X-Men type superpowers for our players not this dribble, pass, shoot and score if you're on target trash you get with Konami. FIFA is about providing entertainment and if you can't get a 22-17 scoreline, where's the fun?

Interviewer: Some people have criticised the FIFA series for having player models with realistic faces but plastic hair, burns victim skin-tones and uniforms that look like you've activated the quadruple blur function in Photoshop!

Danny Isaac: Well, we know that our FIFA audience is more concerned with Beckham's teeth than which foot he uses or Totti's hair being exactly the right length than whether he's got realistic ball handling attributes and we try to accomodate that. Our plan next year is just to stick actual color photos of the players faces on stick men. The bodies and uniforms aren't that important. Besides we've got real names. Konami hasn't mostly and nobody in the world is going to want to download an option file which takes 90 seconds just for the sake of a realistic soccer game when they can just go with FIFA immediately.

Interviewer: You don't think soccer players around the world are looking for realism?

Danny Isaac: No sir! Realism is for idiots. If FIFA can't make you feel like you've slipped through the looking glass into Alice in Wonderland's domain then we've failed as a games company. You should have superhuman players with superhuman abilities (except for the goalkeepers who we prefer to be as dumb as a box of dirt) in every game. There should be no difference between playing with Arsenal and Cambridge United other than the Arsenal players run faster. Oh, and Henry scores with every shot from anywhere in the opposing half.

Interviewer: Until next year when he'll be able to score from anywhere right?

Danny Isaac: You got it! Hey, you're smart, do you want a job?
 

Mayor

Starting XI
@Han I read it but you didn't say what's difference between conversion and port, just mentioned them

for me conversion means making game designed for one platform to be able to run at other platform (like eg. PES3 PS2 and PES3 PC)

and port is relasing almost idetically game as new, like it was for example WE7:I PC, a port of PES3 PC

of course I can be wrong ;)

@Passanzaro yup I know he didn't say there about online but I was reffering it to " this time it's our first try, so we stuck to a conversion to see how it goes."
it isn't their first time though so I'm surprised why he said it's an execuse if PC would eventually had weird bugs like PES3 PC has (slowdowns, totally different running game at similar PC specs etc bugs)

PS. LOL @ Wolf :funny:
 

Han

Senior Squad
Originally posted by Mayor
@Han I read it but you didn't say what's difference between conversion and port, just mentioned them

for me conversion means making game designed for one platform to be able to run at other platform (like eg. PES3 PS2 and PES3 PC)

and port is relasing almost idetically game as new, like it was for example WE7:I PC, a port of PES3 PC

of course I can be wrong ;)
Well, in a conversion things keep the same at another platform. Only things what cannot be converted will be re-programmed for that platform (think about hardware, like the video-displaying).
In ports they translate the code to some kind of pseudo-code which can be interpreted by both computers. For the hardware some pseudo-code drivers are made.
So if they convert the game, like Seabass said, they will reprogram everything what is computer-specific. That's why you will not see the slowdowns on the PC, because that part (video-displaying) is re-programmed :)
 

Jeej!

Youth Team
Re: Interview with Seabass (big man from Konami)

Originally posted by Han
LOL :D Sorry guys but I am happy to read that my comments were not somuch bull**** as some people thought. My comments why there is no on-line on the PS 2. I said because they are at the boundaries of what's possible... listen what the big man Seabass Tsakatsuka says about it himself....
Well, actually, Seabass says that they didn't want to implement online in the PS2 version because the the structure of Xbox Live! is better than PS2's structure. He in fact states that they could've implement online in the PS2 version if they wanted to, but they chose not to do it because it gave them too much hussle (setting up servers etc). Seabass doesn't say they didn't implement it because of any technical boundaries (such as the PS2 being to 'light weight' to handle mp). :D
 

Han

Senior Squad
Yes, technically it was possible, that's what he said, but nobody doubt it is technically possible. The real reason is what I edited in italics. But I can understand you don't like my first post, where is said it was not that bull****. It's more fun when it really is bull****, right? ;)
 

Jeej!

Youth Team
Originally posted by Han
Yes, technically it was possible, that's what he said, but nobody doubt it is technically possible. The real reason is what I edited in italics. But I can understand you don't like my first post, where is said it was not that bull****. It's more fun when it really is bull****, right? ;)
Actually, I really don't care about that, sorry. :)

Further more, you're saying that the reason is stated in italic? Well, when reading that, the only thing the italic states is that he's talking about the fact that Konami can't implement any more AI improvements due to the limited machine power.

Concluding, I still do not see your point being made about a failure in implementing online in the PS2 version due to the technical limitations of the PS2. (:/)
 


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