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GDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka

We stopped by the Capcom Fight Club party here at GDC 2010 last night, and in addition to playing the new game, we also got to talk to producer Takeshi Tazuka. Actually, we got to talk to his translator -- Tazuka only speaks Japanese, and I only speak English, so the interview was done with a middleman in between.

But even with the language barrier, we did get some good chat in about the new game, Capcom's future plans for the iPhone, and what Tazuka thinks about making a game like this for the iPad. Read on for more.



Thank you for speaking with us, I appreciate it. So, a fighting game on the iPhone -- how did you approach that?


I used to create arcade games, and the equipment is kind of similar to the iPhone.

It's similar? But there's no buttons on it.

It is different. The device is completely different. But the behavior for game users is very similar. When you go to game centers, you want to jump in and play a game spontaneously. And the iPhone is the same thing -- it's like an arcade experience.

What did you think of developing games on the iPhone as a platform? Was it easy, hard?

It's really interesting as a platform because people that play games on the iPhone usually don't have a game console at home. I am interested to see how people react to playing video games on their handheld, not on a full console. It's very interesting. Music fans, and other application fans, they play video games on the iPhone. It's very interesting to see those people playing the games on the iPhone.

Are there other iPhone games that you like?

[Laughs] Except Capcom games?

Right, besides Capcom games of course.

I really like Homerun Battle 3D, it's by this company called Com2us. [Pulls out his iPhone and shows us the Japanese version.]

Have you looked at the iPad at all? Are you interested in developing a game like Street Fighter for the iPad?

I'm very interested.

What would be different than the iPhone game?

The iPad is obviously heavier, so the user experience would be very different. [Motions with thumbs, has trouble holding a bigger device the same way.] Different than using iPhone.

On this game, how did you work on developing the interface to make it easier to use?


There's actually a mode called dojo mode, it's a tutorial or training mode, where you can learn how to improve your technique, brush up your technique, and learn to fight against really hardcore players as well. It doesn't only teach you how to play, it teaches you how to do super combos, hadoken, and how Ryu fights against Ryu, how Guile fights against Ryu. It's learning, dojo style. With this game, the major segment that we're targeting is late 30s. Those people who used to play Street Fighter II big time. So that's why it's a little easier for those people to pick up and play.

Was there anything that you wanted to do that you couldn't do because of the smaller platform?

Because of the memory capacity, we couldn't implement any more than eight characters total. We would have liked to put more characters in there, but the memory is limited.

A lot of people wouldn't have expected Street Fighter to become an iPhone game. Are there any other Capcom games that you'd like to put on the iPhone that people might not expect?

We have a lot of plans. But we can't tell you anything right now. We will try our best to do more than you expect.

Great, we're excited. Thank you.

Thank you very much.