The PlayStation community ask their questions about Fat Princess: Fistful of Cake.
Senior producer for SuperVillain Games Todd Morgan, Matt Morton, producer of Santa Monica Studios and Chris Millar, studio head of Automatic Operations (then Titan Studios), developer of the PS3 version of the game, answer questions from the PlayStation community.
Are you planning to release any downloads for this title in the future? (oOllMaRollOo)
Matt Morton: We are watching the response of the PSP community to the title very closely. If the title does well, and fans are clamouring for more, we hope to be able to continue giving fans more cake in the future.
Why are the two princesses identical? (European_Gamer)
Chris Millar: During the creation of Fat Princess, we knew we always wanted the two sides fighting against one another in a classic red vs blue battle. When we introduced the princess models into the game during the initial testing of each of the game modes, we knew we had to make them both iconic and instantly recognisable even though they were different characters. We didn't want to make them radically different as that could have been confusing to players. We had also originally planned to have a handful of other non-playable characters, and the princesses needed to stand out in that crowd. Therefore, we made them very similar, but still changed their colouring, outfits and hair styles.
When are there going to be new maps? (pininfarina007)
MM: The PSP title contains all of the maps from the PS3 version, including the four recently released free maps, as well as six additional maps exclusive to the PSP system.
At any time, was the point raised of actually having the princess as a playable character? (Hktaff)
CM: We had a few funny ideas for playing the princess. We even thought about radical new costumes that you could give to your princess... think "Princess Layer" Cake! We even thought it might be fun to have a covert/spy class that could dress as the princess, which would be spotted as another character if you had another spy to "see" you in your princess disguise. However, it all came down to where to put the most focus and effort for the whole team, and that was on all the character classes we have in the game today. Although there are always hundreds of funny and cool ideas, you have to narrow your focus to make the best game possible within a certain time frame. There are also some humorous and fun game ideas that could come from the gameplay of allowing people to become a playable princess, so we will keep those ideas for the future.
Todd Morgan: There were some preliminary discussions about making the princess a playable or unlockable character internally here at SuperVillain Studios. But the more we thought about it, the more we began to struggle with gameplay scenarios that would make sense or be engaging enough to do so. Ultimately, due to our development time, it just didn't make sense to try and incorporate something new into the game that wasn't properly thought out from the development side.
What was the most challenging aspect for the transition from PS3 to PSP? (Royston99)
TM: There were a few challenging aspects to be honest. The three most challenging elements were: trying to maintain the 32 characters on-screen that the PS3 version had; incorporating a physics solution that would work on PSP given the difference in processing power and adjusting the various artificial intelligence decision making processes for all classes when we did scale down the amount of characters on-screen.
Fat Princess was originally designed for the PS3 system, allowing 32 characters to be on-screen at all times. We just could not afford to do that with the PSP version. By reducing the total number of characters on-screen, this had a direct and deep ripple affect on how the artificial intelligence characters reacted. We did the best we could do to compensate for these necessary changes, while remaining true to the original Fat Princess PS3 game.
What have you learned from making Fat Princess? (Balram Rules)
TM: What we have learned is that the PSP is an amazing piece of hardware! We've developed and shipped games on it before, but I can honestly say we have never pushed the hardware and its capabilities like we did with Fat Princess: Fistful of Cake. There are definitely some things that if we could do it over again that we would want to change, but we are very proud and happy with the work that we were able to do on Fat Princess: Fistful of Cake.
CM: We realised just how important it is to listen and respond to the fans. We have had an amazing and rewarding relationship with all the PS3 gamers on the forums, and it has been a fantastic way to review feedback and implement upgrades and balance changes into patches. Those of you who have actively posted to the forums have seen our responses. Although we may not be able to update and add every feature that is requested, we have definitely worked hard to hear the biggest requests and respond to them. When a gamer experiences Fat Princess gameplay tweaks and changes for the better, it is a great experience for our team to jump online and hear direct feedback from people playing with the new updates that we've released.