Arc System Works has given plenty of media interviews last month, during their visit to the United States. GamesBeat posted their lengthy interview with Toshimichi Mori, the producer of the BlazBlue series, and Daisuke Ishiwatari, director of the Guilty Gear games. The focus is on BlazBlue: Cross Tag Battle, and there are a couple of interesting questions about the game’s engine and netcode that should be of prime interest for fighting game aficionados.
After posing a few queries about differences in 2D and 3D design — including the use of Unreal engine in games like Guilty Gear Xrd REV 2 and Dragon Ball FighterZ — GamesBeat asks about networking technology. Mori states that it’s their in-house code. Ishiwatari continues by saying, “As much as we’re tired of hearing about GGPO, we are interested, and we’re researching that. But for this title, we used in-house technology.” Mori then expands on the answer:
With our in-house technology, if players are within a close distance, there’s no latency. However, with longer distances, we’re still testing, because there’s a possibility that players will experience some latency. But in any case, we do have the American and European audiences in mind. Latency is a problem we’re working hard to solve.
What we’re trying to do is, obviously we’re using our in-house technology, but we’d like to take some of the good stuff from GGPO and create a combination out of that.
The interview also talks at length about the complexity of game mechanics, and making BBTAG more accessible to a general audience. The auto-combo system is an evolution of the feature that appeared in previous games. Mori discusses some overall differences between Western and Japanese players, noting that Asian players tend to be more dexterous than US gamers.