![]() We fretted a lot about whether to emphasize the action rpg, or the turn-based rpg sides more. If we had tried to make a pure action RPG, I think it would have been easier, but our way necessitated a lot of time-consuming revisions. Part of the difficulty was that we were trying to hybridize a traditional turn-based RPG and an action RPG, and that brought up a lot of unexpected problems. ![]() However, it turns out there’s a lot of annoying things to work through when you try to make a system like this. By thinking through those ideas, we naturally came to the current system for Secret of Mana. When I play command-style turn-based RPGs, I don’t feel a kind of direct, “sensory” connection to what I’m doing in the game… so I wondered, what would a game look like where you did feel that? It would have to be something where you’re swinging the sword and striking the enemies yourself, not just selecting “Attack” from a menu. Ishii: For me, it was about wanting to make the game I saw in my head. So you felt like RPG gameplay systems had, for the moment, exhausted their possibilities. We wanted to break free from those constraints somehow, and everything with Secret of Mana began from that idea. ![]() Ishii: Neither Dragon Quest nor Final Fantasy have broken out of the frame originally imposed by command-style RPGs like Wizardry and Ultima. Tanaka: No, we wanted to do an RPG, we didn’t want to just replicate the form of existing RPGs… Is ignoring the gameplay systems and just focusing on story really the right way to go…? -Were you initially developing Secret of Mana without any notion of it fitting into an RPG frame, then? The RPG genre is supposed to be about being able to do anything you want. Trapped in the same old gameplay systems that have become “standard” for RPGs, only changing up the story… that’s boring. We felt like mainstream RPGs had gotten kind of stale, only differing in the stories and scenarios they offer, but otherwise all having the same basic format. Tanaka: Our earliest concept for the game revolved around our consideration of the state of RPGs today. Hiromichi Tanaka – Producer / Scenario Writer -What were some of the biggest things you wanted to achieve with the development of Seiken Densetsu 2 (Secret of Mana)?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |