GAME smashes some questions towards Sega's Virtua Tennis
2009 team...
Here at GAME we loved Virtua Tennis 3 so much that
we called it 'arguably the best sports game ever'.
High praise indeed. So how do you follow that? We talked to two
of the developers at Sumo Digital to find out...
Hello! So guys, who are you?
Kenton: Hello! I'm Kenton Fletcher and I'm
a Designer at Sumo Digital.
Toby: Aaaand... I'm Toby Allen and I'm the producer for VT
2009.
What does that involve for Virtua Tennis 20009?
Kenton [To Toby]: Yeah, what does your job involve?
Toby [To Kenton]: Ah, don't start!
Kenton: Haha. Basically I was responsible for designing the
World Tour mode.
Toby: My job is making sure the game ships; I deal with all
the clients; licensing issues; things like that. I make sure
the game gets out to the gamers and everybody's happy.
As a brief overview, what do you think did and didn't work
in VT3, and what have you tried to improve for Virtua Tennis
2009?
Kenton: Well, the gameplay worked. That was the main thing
we wanted to retain in Virtua Tennis 2009. Online worked, as
people are still playing it now...
Toby: I think some of the minigames that we've dropped were
one aspect that we saw as an area that didn't quite work. We've
kept the ones we got best feedback on. In terms of gameplay
there's a few tweaks. The character creator is now more
detailed. Diving was a big issue...
VT3 was a success so with Virtua
Tennis 2009 the main improvements have been little tweaks, here and there.
Kenton: Yeah, that didn't work. Nor did the lob, really.
Toby: Yep, that's been tweaked. What else? Um... the coach
approach in VT3 in the World Tour; you had a sort of pseudo
friendship happening with the coach emailing you, and you had
players come up to you and say 'great match'… that didn't quite
work...
Kenton: People found it a bit creepy.
Toby: Yeah, even AM3 (developers of Virtua Tennis' original
arcade version) spoke to us about that, so that was an aspect
of World Tour we've changed. We have included a friend aspect
in Virtua Tennis 2009, but we've improved it.
Kenton: It was genuinely small things like that, though.
There weren't any big things that we could point to and say
'that didn't work'
Toby: Absolutely. VT3 was a success so with Virtua
Tennis 2009 it's been little tweaks, here and there.
Obviously your pro players roster has changed for Virtua
Tennis 2009 – who have you got in there this time? And how did
you balance the different styles of play?
Toby: In terms of purely updating the roster, we've got Andy
Murray, Ivanovic, Djokovic, Ferrer, Kuznetsova...
Kenton: And the legends; Boris Becker, Stefan Edberg...
Toby: In terms of balancing, we worked with AM3 on that to
ensure it fits in with the balancing we already had.
Kenton: AM3 write an individual playstyle for each of the
pro players, and they take an enormous amount of care to ensure
they all balance, especially when it comes to online play so
you don't get certain characters horribly overpowered...
Toby: Basically we spent months talking to them, going back
and forth, getting the balance right. We have a much more
complex version of the character creation tool you see in the
game, but essentially we apply the playstyles that you see in
the game to each player accordingly...
Kenton: There's a couple of levels of complexity underneath
all that too, getting the A.I. to behave the way we want. We
did that for most of the custom characters that you see in the
World Tour, and AM3 did that for the pro players; and in the
end we put it all together.
One interesting change is Styles. They're unlockable now,
and you can assign them to your player – is there a risk that
might become gimmicky?
Kenton: We're really hoping that they work! [laughs] The
idea was to simplify it down and stop Virtua Tennis 2009's
World Tour from becoming a stat chase – I know a lot of players
enjoyed that with VT3 but there were quite a few who found it
frustrating...
Toby: It was a bit ambiguous as to what levels of stats you
had and had much work had to go into that. So to simplify that
down in VT 2009 we've got a more traditional approach of just
tactics; changing your playstyle to adapt to your opponent; so
if you're playing against a serve-volleyer, give your character
a big forehand and then use that to hit winners past them at
the net.
Kenton: There is one area where your character does improve;
there's two levels to each playstyles – you get an improved
version of each one which you can unlock later on, which
improves your character when you get into the top, pro elites.
But apart from that it is down your own skill and matching your
tactics to the way you want to play.
So it's a bit like the Japanese arcade scene, where players
hot-swap their custom characters depending on who they're
playing?
Toby: It is a bit akin to that, yeah.
You've gone for a realistic look on the Wii version of
Virtua Tennis 2009 – were you not tempted to make it
cartoony?
Kenton: Nope.
We didn't want Wii owners to buy Virtua Tennis 2009 and say 'why have I only got half the game that the PS3 version has?'
Everyone seems to have this tendency that, because a game is
on the Wii, it needs to be kiddified; almost dumbed-down. We
didn't want to do that. One of our big things for the Wii
version is that it had all the features the other versions did;
the same online; the same in-game features. We didn't want Wii
owners to buy Virtua Tennis 2009 and say 'why have I only got
half the game that the PS3 version has?'
Toby: Wii owners actually have more, to be honest. They have
the MotionPlus; they have the Wii Coach – it'd be great to play
a HD version with a MotionPlus, that'd be cool... but only Wii
owners get that aspect.
How do you position VT 2009 against your competition like
Top Spin?
Toby: Purely from a brand position, VT is a Sega game, it's
come from a traditional arcade background; it's established by
its accessibility and openness to allow you to play it and
discover its depths. What we've tried to maintain with Virtua
Tennis 2009 is that accessibility, whereas other games might
have gone in a cartoony direction visually, or a very hardcore
sim version of tennis like Top Spin 3.
We like to have gameplay based on timing, power, position,
but also little intricate bits to that. You can get into that
position, get that timing, get that power behind it, but it
will take you a while to master it and get that perfect shot
where you've got full power and full control.
Kenton: It's like, learning while playing, rather than
learning to play.
Toby: Yeah, exactly. It's just a different area in the scope
of gameplay we can offer. People enjoy that accessibility; it's
where VT excels.
As modes go, you've got Davis Cup in a Virtua Tennis title
for the first time. Can you tell people about why it's a big
deal?
Kenton: We've put the nations selector in at the beginning
of World Tour, allowing you to select from pretty much any
country in the world. Once you start your World Tour career, at
a certain point you'll get invited to join the Davis Cup team,
and whether you belong to a big or small tennis-playing country
you'll be either in the World Group or the regionals.
You can get the World Number One ranking, you can go to King of Players, but winning the Davis Cup for your country is also this big, glamour moment.
It works pretty much like the real-life Davis Cup, but we've
simplified ever so slightly because the real David cup rules
are horribly convoluted...
Toby: It wouldn't make for a great playing experience to
have that complexity open to you. It's fantastic to have that
brand attached to our very solid tennis brand, but it's a
question of making sure it ties in properly. I think we've done
that pretty well, through the World Tour, through
tournaments...
Kenton: It's supposed to be a pinnacle of your career. You
can get the World Number One ranking, you can go to King of
Players, but winning the Davis Cup for your country is also
this big, glamour moment.
Games like FIFA have all of the official tournaments,
stadia and players for that particular sport. Why do you think
no-one's done that with tennis – with every ranked pro and
every single real-life tournament?
Toby: From a licensing point of view it sounds like a bit of
a nightmare. You have to buy individual player licenses,
stadium licenses, tournament licenses, sponsorship licenses…
it's a massive, massive amount of money. It depends if someone
really wants to invest that.
Kenton: Also, while tennis is a very popular sport, football
is on a level of its own.
Toby: Yeah, football is THE most popular sport in the world;
you can regain your costs quite fast. And you'll find that FIFA
has been built across the years; FIFA didn't grow to where it
is today without taking small steps. Those small steps equal an
extra license; an extra stadium. Now you see a massive behemoth
sports series that has all these licenses – but with it, FIFA
has that brand power to say 'we need these licenses'.
From one mode to another... online: it's there on all three
systems now. VT3 players are going to be keen to know; has the
lag issue from VT3 been ironed out? Can you even test that
before release?
Kenton: [Crosses fingers and grins manically]
Toby: We can deteriorate the net code and cause latency
issues for testing purposes. We've improved it, but it still
really depends on your setup. I personally only suffered lag
occasionally on VT3.
Kenton: It's always going to come down to the issue of your
connection sending so much info across the net quickly.
Toby: The major bandwidth issue actually is voice
communication. Turn that off and you'll have a better game.
Can fans still play as pro players online or is it just created characters now?
We've limited the Ranked Matches to custom players, just to stop the pro players from dominating.
Kenton: The online friendly games you can use any character
you want – pro, custom, whatever. We've limited the Ranked
Matches to custom players, just to stop the pro players from
dominating.
Toby: So no King and Duke!
Kenton: And also because we wanted to see Custom Players
online. There was an achievement on VT3 for 'Win online as a
Custom Player'. And we must have played and played so many
times just trying to win a single game against the pros, and
got stomped every time.
Was it possible to get your Custom player to a level of the
Hewitts and the Federers?
Kenton: Not quite – I think maxed out they were still a
level below the pros. We've fixed that for VT 2009.
You mentioned Achievements there – can you give us an
insight into the new ones for Virtua Tennis 2009?
Toby: It's a whole new set of Achievements. We've got
Achievements for offline and online, but we've also got
specific trophies for events throughout the career, and medals
throughout the game.
Kenton: We've also kept a lot of Achievements from VT3 and
shaped them around the new modes. There were also a few in VT3
that were just horrifically hard, so they've been toned down a
bit.
The other side to Virtua Tennis is of course the minigames
– How did you come up with the new ones?
Toby: We had a lot of inspiration from VT3 – the cute
alligators, the massive fruit, we all loved that. We had enough
experience of crazy minigame creation for SST (Sega Superstars
Tennis) that we knew what we were doing pretty much straight
away.
Kenton: Maybe that was it – maybe SST had warped our
minds...
Toby: Yep, that's quite possible!
What are your favourite minigames in Virtua Tennis
2009?
Kenton: Zoo Feeder's amazing. Basically you face off against
a row of zoo animals, and kindly zoo keepers serve you food
that you have to hit towards the correct animal.
with the MotionPlus you can feel the difference – you're a bit more free to place the ball exactly where you want it to go.
Toby: Sounds like madness. Whereas blockbuster is form the
PSP version of VT, and we've brought that across to a nice HD
resolution. You have to hit the ball at huge blocks and make
them topple. I like it because it makes me feel like a big
kid.
On the Wii, what does MotionPlus add to Virtua Tennis 2009
– why should people buy it?
Toby: For me, it adds a lot of value to Virtua Tennis 2009.
You can play regular tennis, and with the standard Wii controls
you can feel like you're playing tennis, but with the
MotionPlus you can feel the difference – you're a bit more free
to place the ball exactly where you want it to go.
Kenton: It also flows better – it feels more natural, like
you're in control of the game.
Toby: It's a more complete tennis gaming experience with
MotionPlus.
Virtua Tennis 2009's World Tour Mode lets you improve your
player's serve, footwork, ground strokes, volleys... if you
were going to make the ultimate VT 2009 custom player, which
pro player's shots would you take?
Toby: Oh boy! I'd tend to go for an all-rounder, because I
know I'd get a lot of cheeky players who try to lob me, or do
the drop-shot serve.
Kenton: Net player for me, every time.
Toby: Probably Roddick's serve, Nadal's speed, Federer's
all-roundedness, with Andy Murray's jumping double-handed
backhand...
Kenton: Actually I'd take Becker's serve. We've got this
special animation for him where he throws the ball up and half
leaps in the air. It looks amazing!
They didn't call him 'Boom Boom' for nothing! So, who do
you guys rate as the best tennis player ever?
Toby [To Kenton]: You can answer that!
Kenton: I'd have to go for Federer, really.
Toby: I agree. I mean, he may be going downhill recently,
but... he's an absolute legend. He still plays fantastic
tennis, and he's just really, really good. Nadal is challenging
now, but it's taken, what, five years to get to that stage?
That says something about Federer. He's still going to be very
popular in Virtua Tennis 2009.
And finally, who's going to win Wimbledon?
Kenton: Federer. [Nods emphatically]
Toby: Not going to go for Murray? ... Okay, I'll be
controversial and go for Murray!
We live in hope! Thanks guys.
Virtua Tennis 2009 releases on 29th May on Xbox 360 and PS3,
right in Time for the French Open – and arrives just before
Wimbledon for Wii on 12th June, with full MotionPlus
support.
Interview by: Mark
'Serve-Volley' Scott
Interview Published: 19.05.09