One Piece Games Are More Complicated To Develop Than You Think

By Eugene . October 13, 2013 . 3:30pm

One Piece Unlimited World: RED developer Ganbarion (who you may know from Pandora’s Tower) have shared a few thoughts on the development of the upcoming Nintendo 3DS game—specifically on the implementation of the game’s controls—on their blog. It’s a fascinating read for anyone interested in how games are developed.

 

Ganbarion begin by saying that there are essentially two forms of “synchronization” between when a player hits a button on a controller, and what happens on screen. They called these “Coordinated Synchronization” and “Pad Synchronization”. They then note that they have attempted to develop One Piece Unlimited World: RED with a blend of both.

 

Coordinated Synchronization takes into account lag and minute reaction speed differences between players by showcasing the action on-screen with a delay of a few microsecond. This smooths out lag and presents a cleaner game for all players, especially notable in multiplayer. Pad Synchronization, on the other hand, is linked straight to your controller—hit a button and it is immediately reflected on-screen. Fighting games like Street Fighter are almost always Pad Sync’ed, for example.

 

There are obvious pros and cons to both in games which see crossovers between precise button mashing combat and free-roaming multiplayer moments. To balance them out and give players the best experience they could, Ganbarion decided to blend both systems of controller input.

 

While traveling around the world or playing mini-games such as fishing, for instance, the game will be in Coordinated Synchronization mode. This allows players to have the maximum fun, while limiting the problems of laggy connections. However, once battles ensue and players have to correctly time button presses to guard and counter enemy attacks, One Piece Unlimited World: RED switches over to Pad Synchronization, allowing quick-fingered gamers to benefit the most.

 

One Piece Unlimited World: Red will be out for the Nintendo 3DS on November 21st in Japan.


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  • TheExile285

    If we get this in America, they can have my money!

    Also, good god this 3DS is sexy as hell.

    http://www.play-asia.com/nintendo-3ds-ll-one-piece-unlimited-world-r-limited-adventure–paOS-13-49-en-70-6wf7.html

    Unrelated I know, but I saw it under the article. I want it lol.

    • Zangetsu777

      Agreed. I’ve had my eye on that thing for awhile.

  • Shippoyasha

    Excellent view into the challenges of making smooth gameplay without sacrificing too much smooth animation in games. Fast input is always great but it is nice to see the results play out smoothly as well. You will always sacrifice one element over the other.

  • Laer_HeiSeiRyuu

    How’s the Wii Fit U coming along folks?

    Also when are we getting the first one piece game?

  • Silver Citizen

    I really hope this game makes it to NA, even if it’s just a digital download on the eshop.

    • TheExile285

      Make sure you buy Romance Dawn 3DS then, mate.

      • Laer_HeiSeiRyuu

        Ganbarion did this one too right?

        • FJLink

          According to wikipedia it was made by “Three Rings”. Never heard of it before, but there’s certainly a big difference in quality between that game and the Unlimited series. (if you don’t mind spoilers): http://www.youtube.com/watch?v=acpKoU0ER80 | http://www.youtube.com/watch?v=2muA4IUdfCI&t=02m30s

          The psp one just makes you tired of pressing buttons too soon, and the enviroments are all hallways… But it’s still One Piece, sigh. We’d better support this in order to get Unlimited World.

          Edit: Both thumbnails send to UC I think. Better just use the links.

          • Laer_HeiSeiRyuu

            Shit.

  • fairysun

    Hmm, multiplayer … that will be awesome.

  • British_Otaku

    I thought this would be more focused on how they created prior Unlimited games and this one, particularly the massive world to explore, new hub or the amount of fanservice they pack into their games including their 2D Gigant Battle games.

    Still nice to read though, I don’t tend to think about how inputs are synced with what is displayed on the screen between critical action sequences and slower tasks like fishing or bug catching.

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