GI: With all those additions, it sounds like you’re making Fight Night Round 4.
Tsunoda: We can’t really go into too much detail right now. Our focus right now is 360, and Xbox and PS2. This studio is always known for innovation, so you know we’ve got something up our sleeves for PS3 version when we’re coming out with that later in the year. It’s just something our studio is focused on with any game here – delivering a title that’s bringing big innovation in gameplay and other areas to the table. That’s the goal we set for ourselves on any project, and what ever it’s called or whatever it is, I’m just not happy delivering anything that does not provide that level of big quality improvement and really changing the way the game is played so that people such as yourselves that really play the game a bunch really can see the difference in the product and get a much better gameplay experience out of each particular version.
GI: Can we assume that the game is being simultaneously developed for PS3?
Tsunoda: No comment.
GI: What are your thoughts about the PlayStation 3 prototype controller and how it will work with Fight Night?
Tsunoda: I think the cool thing about the controller, especially with our game, is that I think it allows people with not as large hands to better utilize the analog sticks. Our game is so analog stick driven. I think that controller is set up nicely to work in our game.
GI: This is another thing from our cover story, but you said that the differences between the PS3 version and Xbox will be indistinguishable. Do you still believe that now after you’ve been messing around with the 360 technology and PS3 technology?
Tsunoda: I guess when we’re making games, I just never look at the hardware you’re making it on as something that could be dictating to us what the gameplay experience is. I think the general premise of “there’s not going to be any differences between Xbox 360 and PlayStation 3,” – I don’t know. I just feel that, if you’re really trying to build a game based on, “is it this hardware or that hardware?” that that’s just fundamentally a bad design approach. We have really kick *** engineers at EA Chicago, and what that does is gives us the creativity to go, “This is what we want in the game.” And the engineers go and figure out how to put it on all of the hardware. As a creative type or as a designer, I never try to look at, well we should do this on this machine or do this on that machine. It’s, “here’s a game that we want to make” and then the programmers are able to figure out how to get that experience developed on which ever platform it is. The two technology infrastructures are built differently, but what we’re trying to do is build a game experience that should be transcending which platform that it’s on.
GI: Do you think visually, pretty much that they’ll look the same?
Tsunoda: The funny thing about doing the E3 press conference, and now getting out and doing some press with the 360 game is I heard just so much feedback after E3, like, “Oh that was a target video,” or “Oh, there’s no way they’ll be able to get that game quality on a different platform,” or this or that? I mean, the PS3 demo is frickin’ awesome, and it was great working on that stuff, but I heard so much about it that was fake, and we’d never be able to achieve that….
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