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.






Volume 2: Story

Working on a Weekly Cycle

Iwata

You said that someone from outside the industry was able to offer a different perspective, but can you give specific examples of this advantage coming into play?

Takahashi

For instance, for a 22-minute episode of an anime series, the script would be about 15,000 (Japanese) characters long. So if Takeda-san wrote a section of the scenario of that length, we'd know that this would make about 22 minutes worth of story content. This made it much easier to plan the overall structure and schedule.

Iwata

I see.

Takahashi

Takeda-san spoke a little earlier about how, when he was working on anime scenarios, he would make the section leading into the commercial break or the cliffhanger at the end of an episode exciting. Well, when I came to read the scripts he wrote, I'd be able to tell "Ah, okay. There's a dramatic point here on the fourth page." When we were sifting through the cut scenes, deciding which ones to use, we would take pages three and four of the scenario to be about five minutes worth of material, and we would then steadily ramp up the excitement over that period. We could then judge how best to space out the cut scenes to keep costs down over the subsequent five minutes. In that way, we were able to use the script itself as a set of guidelines, which really helped.

Iwata

So simply by looking at the script, you could get a clear image of how it would unfold when you made the actual game.

Takahashi

Yes, that's right. And because Takeda-san came from the world of anime, I was most excited about what he'd do with the sections where the scripted lines were spoken. There are certain scenes where I'd think "I want the characters to say this..."

Iwata

So you had your own general idea of what kind of lines you wanted to tie the scenes together.

Takahashi

Right. But Takeda-san would come back with much better lines and scenes than I had managed to come up with. So I would think "Ah, so you've come up with this twist... You win!" (laughs) And then "Next time, I'll come out on top!" We constantly repeated that process.

Iwata

That really is just like playing catch. When a ball comes back to you that surpass what you predicted, it's going to sting your hand a little when you catch it! (laughs) But you're still happy about it, and you really want to throw a good ball back. Why do you think that this process ended up working so well? Just because both of you are really putting your energy into it, that doesn't necessarily mean it's going to work out. Would you say that you just had a good connection, or that you shared similar opinions on what worked and what didn't?

Takahashi

I'd say that the kinds of genres we like are pretty similar, whether in novels or films.

Takeda

Yes, that's true. We share similar tastes. What we consider important as consumers is very similar.

Iwata

So when you read a book or watch a film, you can really relate to what the reader or viewer is going to like.

Takeda

Yes. But in fact, the approach we take as creators differ quite a lot.

Takahashi

Right, it definitely isn't the same.

Iwata

Ah, I see. So while your judgment of what's good and bad on the input side is extremely similar, your views of what the angle and contents on the output side should be is completely different.

Takeda

That's right. And this meant that when I wrote the scenario and had it revised by Takahashi-san, his approach would seem incredibly fresh. I'd think "Ah, so you can do things that way too!" So I feel really lucky that I was able to collaborate with someone who is a completely different creative type.

Takahashi

So we worked like that and did as much as we could between ourselves. We would then deliver the polished scenario we had come up with to Nintendo for them to check over. Then when that came back, we saw that they had picked up on some really unexpected aspects, and we couldn't help going "Arrrgh!" (laughs)

Iwata

(laughs) So Nintendo managed to throw a completely different ball into the mix, from a completely unexpected angle!

Takahashi

Exactly! Nintendo really picked up on a huge number of issues.

Iwata

I'd imagine that from your point of view, Nintendo's input must have felt like outsiders getting involved. How did you actually feel about it?

Takahashi

My attitude when making Xenoblade Chronicles was that we should be greedy and not stint in adding anything to the game, which would benefit it. This applied not just to the scenario, but also to every aspect of the game, including the music.

Iwata

So you didn't stint in adding elements that would make the game rich and varied, while also being of a high quality.

Takahashi

Right. And the scenario was no exception. Takeda-san and I had put the scenario together by ourselves, and I think that while it was rock solid from certain angles, from others, we had absolutely no defenses...

Iwata

And it was just these vulnerable elements that Nintendo picked up on.

Takahashi

Yes, that's right! (laughs) As Takeda-san and my tastes and influences often converged, there would be aspects which we were completely convinced were good, but then we'd be told, for instance, that it was hard to follow. There were quite a few instances where we'd be made aware of things "Ah, so you can also look at things in this way..."

Iwata

That seems like the relationship between an author and their editor.

Takahashi

Yes, you're absolutely right. I think it's vital to have the more objective viewpoint of an editor when you want to make something that will appeal to a broad section of players, and not just a limited audience. In that sense, I was really grateful for Nintendo's input.

Iwata

But of course the task of creating something can be a very harsh and unforgiving one, particularly at its more extreme edges, and your views can't always be in perfect harmony. Did you not have any major differences of opinion?

Takahashi

There were hardly any major differences of opinion. But when you get scripts that have piled up, you'll often end up with all sorts of things that don't quite match your expectations, because of all the time that has elapsed while they were being written. You can easily end up with lots of cases where you're going "No, that's not it at all!" For that reason, we agreed to working by breaking it down into manageable chunks "This time, we'll go up to here."

Iwata

How exactly did you do that?

Takahashi

Once a week, on Thursdays, we'd gather here and have a meeting about the scenario.

Iwata

I see. So by keeping things on a short cycle, and by keeping the game of catch on a small scale, you'd be able to communicate any problems you had promptly and solve them without delay.

Takahashi

Right. For that reason, there weren't any major differences of opinion between the two of us personally. Those scenario meetings were also a lot of fun. I'd find myself wondering just what kind of ball Takeda-san was going to throw my way this week.

Iwata

I'd also imagine that having a meeting once a week provided a good goal to work towards and helped you keep things going at the right pace. But wasn't this pretty tough on Takeda-san? After all, he had to pitch a good ball at an eager and expectant Takahashi-san.

Takeda

No. I've worked mostly in weekly television series, so for me this kind of work was...

Iwata

Ah, of course! Working on a weekly cycle is your forte! (laughs)

Takeda

That's right. So I was grateful that we worked at a very comfortable pace for me.

Iwata

How long did this game of catch end up continuing?

Takahashi

Well, it took place at the same time as the development of the game, so I'd say it lasted about a year.

Takeda

That's right. So we had these pretty intense meetings for around a year, while at the same time various people's ideas were reflected in the script. Now when I look at the final scenario, I can't really tell where my ideas end and the ideas of others come in.

Takahashi

Everyone's ideas gradually coalesced into a single whole.

Takeda

Right. Although the ideas of a lot of people are in the mix, and the scale is huge, the final scenario is incredibly well balanced.