Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



Iwata Asks Home

Nintendo 3DS



Iwata Asks: Fire Emblem Fates

"It’s Not a Simple Enemy/Ally Relationship."

Iwata

Now then, we're jumping around a bit here, but just how did you come to make three games?

Yamagami

To be honest, when we made Awakening, we intended it to be the last in the series.

Iwata

Yes...

Yamagami

Hatano-san27, who was working as the head of the sales department, he said "The Emblem series isn't making the numbers, so this is going to be the last one." And the members said "This is going to be the last one, so let's put in everything we want so we don't have any regrets." Then we had a big list of different things, "I want to do this" and "I wanna do this," and the result was Awakening. 27. Shinji Hatano: Formerly Nintendo's senior managing director and head of the sales department.

Iwata

I remember you saying, "We will make sure that we don't have any regrets."

Yamagami

The resulting game sold pretty well.

Iwata

We were able to make a big comeback. It became the bestselling game in the Emblem series overseas.

Yamagami

That's right. And then Hatano-san completely changed his tune. "When's the next one coming out?"

Iwata

Even though he had said "This is the last one." (laughs)

All

(laughs)

Yamagami

We asked, "Huh? I thought this was supposed to be the last one?" And he said, "Of course. That's how Sales works. If something sells, we start asking for the next installment." So we talked to everyone at Intelligent Systems and said, "So, now we have to hurry up and make the next one."

Iwata

You had perfect combustion and you burned everything out.

Yamagami

That's right. We'd used up all our ideas, so we were like, "What do we do?"

So we quickly started thinking of plans, but everyone had just burnt themselves out so we didn't come up with any ideas that had a real punch. And then I remembered something, and I said to Maeda-san, "Oh yeah, there was one other thing I wanted to do."

Iwata

What did you want to do?

Yamagami

In the first Emblem game28, depending on which village you went to, you could only choose either Arran or Samson29. But no matter which character you chose, the story didn't change. When I said, "Aww, I wish it would change something," my senior told me, "We can't due to limited memory capacity." 28. The first Emblem game: Fire Emblem: Shadow Dragon and the Blade of Light. A simulation RPG released for NES software in April 1990 in Japan. 29. Arran and Samson: Characters from the first game in the series. Arran is a Paladin, and Samson is a Hero. You can only choose one for an ally.

Iwata

That was back during the days of the NES.

Yamagami

I remembered how futile it seemed then, and I said, "Maeda-san, wouldn't you want to play a game where you could see what would happen if you chose the other side? I want to try this!"

Maeda

(nods several times)

Yamagami

And then I thought, if we packaged them separately, people could have the fun of choosing which one they wanted, and wondering "Which should I get?" I was really enthusiastic when I talked to Maeda-san about it, like "I really want to do that!" and he said, "Hold on just a moment." A few days later, he came by, and said, "Yamagami-san, I completely agree that we should make two games, like do you ally with kingdom A or kingdom B, but I also think that you could choose not to ally with either. So I want to do three."

Iwata

So then there was more.

Yamagami

I said, "You're just going to hurt yourself on this one." But then I said, "I love that idea of not allying with either side. Let's do that!"

Iwata

Maeda-san, why did you plan that when you knew you were setting yourself up for pain?

Maeda

Well, I thought that ultimate decisions of "do you ally with Country A or Country B" was really interesting, but thinking about it from the point of view of the players, I thought that they would definitely want the choice not to ally with either. It's really exciting to think about how the world would be if you didn't rely on either country's influence. For me, making three stories was a natural progression.

Iwata

So you accepted your fate as a director for the sake of gameplay.

Maeda

Right. And I didn't want to just change part of it, I wanted to change it all up for each of the three stories, so at the time, I thought, "We'll have to prepare enough material, too."

Iwata

And then you asked Kibayashi-san to write the scenario.

Maeda

That's right.

Yamagami

But even though we asked Kibayashi-san to write the scenario, I could tell it was going to be a lot of work. For example, in a battle, you could make it so you could use the same map, have the A army come from this side, and the B army come from the opposite side, you could just flip the map around, and we could economize that way. But in the end, we didn't recycle much of anything.

Iwata

You just went and made a new map for each one.

Maeda

Right. And we couldn't recycle any of the scenario.

Yamagami

So about the scenario...at first, I thought that Country A and Country B would be depicted as opposites, but that wasn't the case...

Kibayashi

Even though you thought you were siding with evil, it wasn't actually all evil. And on the other hand, even if you side with good, it's not all good...

Yamagami

So they're not complete opposites. It's more like we're viewing them at a 45 degree angle.

Iwata

What do you mean a 45 degree angle?

Yamagami

What we mean is that it's not a simple enemy and ally relationship. There are good people in both countries...

Iwata

It's not a simple story of justice and evil.

Each side has their own reasons and no matter which viewpoint you look at it from, there is justice there...

Yamagami

That's right. All of the characters are simple and good people who have the strength of their conviction. But you have to choose which to align with, so there really is a struggle there. So as the story moves forward, you'll always have this feeling of remorse towards the side you chose to side against.

Iwata

Kibayashi-san, what did you choose to focus on when you wrote this story?

Kibayashi

I really wanted to make sure that it would make players cry.

Iwata

I think that the world of Fire Emblem really lends itself to that.

Kibayashi

It does lend itself to that. And especially with this storyline, you start out feeling like, "On one hand I want to ally myself with both kingdoms, but on the other hand I don't want to align myself with either." So it was really easy to add in elements that would make people cry or things that would be really touching. Of course it's all a betrayal.

Maeda

That's true. Because the side you didn't choose becomes your enemy.

Yokota

And that means that the enemies' words really cut deeply.

Yamagami

They really do.

Yokota

Like, "You betrayed us!"

Kibayashi

So while I was writing this, I started to really identify with the way that the protagonist is feeling and I started thinking "I've done something horrible!" (laughs)

All

(laugh)

Kibayashi

And when you make the betrayal, it is a little depressing like, "I've passed the point of no return." But at the same time it makes you feel like, "I've still got to solve this somehow." And I think that helps you to move forward.

Iwata

That makes me want to play both sides.

Kibayashi

No, I think it makes you want to play all three sides. (laughs)