Masashi Muramori, President and Creative Director of Clap Hanz Limited, talks about developing Everybody's Golf for PLAYSTATION 3 and PSP.
Can you explain Everybody's Golf for people unfamiliar with the games? What have you set out to achieve with the series?
The goal of the series, from the very first Everybody's Golf ten years ago, was to create a golf game that anybody can play and enjoy. Golf has a perception that it is not a sport for everyone, whether that is because it's looked upon as an activity for adults or whatever the reason. My original concept for the game was to change that perception about golf by making Everybody's Golf an accessible and fun game for everyone. Ultimately, I hoped to draw more attention and people to real golf.
Everybody's Golf was one of the best launch titles for PSP, how has the sequel improved on this winning formula?
Everybody's Golf for PSP was a launch title as you mentioned, so we had many more ideas that we couldn't include due to time constraints. We've included all those ideas that didn't make it in the first title for Everybody's Golf 2. Most notably, online play is the biggest upgrade and has added even more depth and replayability. You can play against anyone in the world online to really test your skills.
Everybody's Golf: World Tour is the series' first round on PLAYSTATION 3, what new features can we expect on this next-generation system?
We have two main new features for World Tour. The first is the new shot system. We've always used the Gauge Shot system but we added the Advanced Shot system for PS3. It should give the game a more analogue feel, much closer to real golf. It is an exciting addition and I hope people will enjoy it.
The second is the more robust online features. You can run around in your customised lobby, have a conversation with others, play real tournaments, and many other new features that use the new capabilities of PS3.
What was the thinking behind the new swing system on PLAYSTATION 3?
The concept of the Advanced Shot system was a swing system that feels closer to a real golf swing. We made and tried various prototypes - about ten in total - and chose the current method and refined it during the various stages of development to get to what you see in the game.
We wanted the player to continue feeling uncertain about the shot until the ball stops, like how you would feel with a real golf shot. I think we were successful in recreating that emotion with the Advanced Shot system.
What are the major differences - the challenges and benefits - between developing on PLAYSTATION 3 and PSP?
The challenge with PS3 is it takes more time to develop, but the benefit is that it is visually reflected in the end product as a more polished and beautiful game. On the other hand, you cannot expect as much visually with PSP, but the benefit is that it is much easier and quicker to work on. We try to maximize the advantages of each console when we design and develop games.
How did Japanese golfing pro Shigeki Maruyama become involved in the project for PLAYSTATION 3?
We wanted input from a professional golfer on the differences between playing real golf and playing Everybody's Golf. We were also looking for insight on the emotional ups and downs of playing competitive golf. The information from Maruyama-san was very illuminating and we tried to incorporate his feedback into the design of the game as much as possible.
Where do you go from here, what is next?
I hope to continue creating content that is relevant to our times and appeals to a broad audience.
Practice swings
Get your golf on