Capcom Session at Apple on Ginza
Capcom Session at Apple on Ginza

Capcom Session at Apple on Ginza

Capcom Session at Apple on Ginza

An iPhone show & tell session from Capcom demonstrates the potential evolution for locals going global [JPN] http://bit.ly/7hlni5

Machine Translation:

The session called “Game design of Capcom” was held with Apple Store Ginza in Tokyo on December 3, 2009. In this session, the development secret story of the title ‘Biohazard 4’ that Capcom is delivering for iPhone/iPod touch and ‘Manitou field village knight lives’ etc. announce. An interesting story by head Takebe Tezuka of Capcom MC division that concluded successfully in a new field named iPhone/iPod touch and [itousachisei] of the same operation division was able to be heard.

Because director Tezuka explains a current history of Capcom and the evolution of the game, the session is started. It explained as an important key word that it was online, was mobile, and the field was more than before to become it on the ring of game. It explained that it was necessary that the mobile game business differed from family-use game machines, recognized that it was a quite new business, and work on that. Moreover, the business from which it is controlled ..market of the application program for the cellular phone.. to advertise it with ..”Some markets on an official site are the descent feelings” (Tezuka).. [joukyou] like [mobage-] is said the inclination. Though there is directionality of finding overseas means of escape, too. There are a lot of numbers of terminals, and the specification is asunder. Operator’s (career) commission is too high and has poor profits.

Mr. Tezuka put out as an example of ‘Biohazard 4’, and began to talk about the user interface based on these stories. It can be said that the button and the stick arrangement of the action game are propositions for iPhone without the button like the game machine. It is a main current to arrange the stick that is called a virtual pad in the current game. It is said, “It is called the visual pad by the quite different one” according to Mr. Tezuka though a similar as for ‘Biohazard 4’ etc. on the face of things stick seems to be used. The visual pad is the one that the advantage that it is made the display of the stick to the screen was made the best use of to its maximum and designed. If it is so in the visual pad, making that not is and the mechanism are installed though the part that the finger touched is recognized in the point, and the cursor etc. might move below in a virtual pad even if the neutral will be operated. Moreover, it appealed when finishing it up in the system that was able to play everyone easily even if a comfortable operation was enabled by displaying in red, and displaying the action icon matched to the situation when the player character was a pinch, and it did not rely on the manual etc. for the action icon.