Phantom Dust (Xbox):
The Station
Yukio Futatsugi (creator) Interview:
Xboxphreaker.com: Was there any content (maps, skills, school) that didn't make it into the final game? If so, can you tell us something about them?
Futatsugi-san: スキルはアイデアだけなら500ぐらいありました。その中から整理して削って、今のスキルになっています。マップは当初はもっとたくさんつくる予定でしたね。アイデアとしてあったのは、
「水族館」
これは、廃墟となった水族館になぜか水が張っていあり、魚だけが泳いでいる。水槽の中だけがライトアップされて、戦闘で壊れると消える。床には水が薄く張ってある、というようなイメージでした。
「駅」
もうひとつは駅です。東京の地下鉄は複雑に入り組んでいて、ひとつの駅が立体的に構成されています。そこに記憶の列車を走らせて、列車にのると他のホームに移動できる。列車の中にカプセルを置く。というような動的なマップを作成したいと考えていました。
まぁ、両方とも実際に作るとなると作業量が膨大であきらめましたが360でならつくれたと思います。
他には、対専用の専用マップも案としたありました。しかし、ノーマルマップを含むレベルデザインの作成には思った以上に時間がかかり、またデザイナーが開発環境に慣れるのにも時間がかかり、あれ以上のマップの作成は難しかったですね。
We had more than 500 skill ideas. From that large batch we organized them, edited them, and cut them down to the present level. At first, we had intended to create a lot more environments, including:
The Aquarium
This would be the ruins of an aquarium, with only water and fish still remaining. Only in the middle of the fish tanks would be lit up, and that light would be destroyed as players fought and destroyed things around them.
We also envisioned the floor to have leaking water on it.
The Station
The other stage we had in the planning stages was a station. In Tokyo there are a number of different subway lines, and we wanted to isolate one of them and make that into a 3D stage. In that one area there would be a memory train that was still running. Players could ride that train to different platforms. Inside the trains we would place the regenerating capsules. This is one of the very dynamic stages I had wanted to make.
You know, practically speaking it was just too much production work for our time to make these two maps, but I think we could have done it if we were creating the game on Xbox 360
Lastly, we had also wanted to create maps to be used exclusively for multiplayer, but creating stages took longer than expected. Including normal-mapping took longer than expected, then getting designers to be comfortable with the development took a lot of time, so map creation was quite difficult.