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

A Vast World, Intricately Detailed

Iwata

Takeda-san, since finishing work on the scenario, have you played the finished game?

Takeda

Yes, I have. I actually played it very recently.

Iwata

As you wrote the scenario, of course you are very familiar with everything about the game, its structure, settings and so on. When someone like yourself plays the game, what kind of impression do you get?

Takeda

It sounds obvious, but when I was working on the scenario, that was my whole world. Then when I actually came to play the game, I'd see all these elements that had grown out of the main story, things that hadn't been in the scenario, such as the overall atmosphere, the villagers' appearance and so on. I felt like I'd written a huge volume of material, but it actually only amounts to one section of this vast world. I found that really overwhelming.

Iwata

So even the scenario writer was overwhelmed! (laughs)

Takeda

Yes, I was. For instance, there's an area called Colony 9. The sheer scale of it is incredible. When I was working on the scenario, I had in mind the type of village that appears in regular RPGs. But then when I actually came to play the game, I found that this single village had so many ideas put into it that it could have made an entire game in itself. That's why, as we neared the end of the development process, it was really brought home to me just what a monumental project I had been involved in.

Iwata

I see. Now, generally speaking, one finds that the bigger the game world gets, the less detailed it becomes. But with this title, you were looking for a world that was 'both vast and intricately detailed', weren't you, Takahashi-san?

Takahashi

That's right. I wanted to make it so that even if you went to the far edge of the map, you wouldn't find it empty. I wanted to ensure that wherever you went, there would be something there waiting for you, be it something you'd been seeking, a quest, or a fearsome monster. In certain places, I also wanted to have secluded spots where players would think "Wow, there are beautiful areas like this here in this world!"

Iwata

So in other words, you made sure the player's investment in the game would always be repaid.

Takahashi

Yes, and that's why the number of items you can gather on a quest ended up reaching an absolutely huge total. The staff in charge of a quest would say that they'd make 400 items, and I'd make sure they knew what they were doing "Are you really sure you can make that many?"

Iwata

You almost want to say "Somebody, stop!" (laughs)

Takahashi

Yes, absolutely. (laughs) It's supposed to be my job to put the brakes on, but when I saw how committed the team were, I'd go from questioning whether they could really do it, to saying "You have to do it. Failure is not an option..."

Iwata

(laughs)

Takahashi

I'd say that, and my staff would reply "No problem. Keep pushing us!" And so I'd say "Alright then, I will!" (laughs)

Iwata

It sounds like you and the team were provoking each other and it kept escalating! (laughs)

Takahashi

But in the end, the team were able to get everything done, and didn't leave anything out. So I told them they'd done well! (laughs)

Iwata

So you started off wanting to put the brakes on, and ended up saying how well they'd done! (laughs)

Takahashi

Right. That feeling that maybe someone should apply the brake wasn't just limited to that aspect of the game. It happened in a lot of areas. For instance, during battles the companions in your party shout out all kinds of things to each other, so it gets very noisy.

Iwata

Although it's a single-player game, you don't feel alone, and it really feels like you're fighting alongside your allies.

Takahashi

Exactly. And what's more, if you mess up, your companions won't criticize you and ask you what on earth you're doing. Rather, they'll always praise you.

Iwata

They'll praise you even if you mess up? (laughs)

Takahashi

That's right. In addition, they'll encourage you and tell you not to be downhearted. We did this so that the player would feel that their companions were really looking out for them.

Iwata

With so many lines of dialogue, I'm guessing that recording must have been really tough.

Takahashi

Well, yes. To be honest, I felt that I had too much. We had so many lines that, even if we did a very long recording session, you'd still feel that you had so much more left to do. But then when I brought what we'd recorded back to the office and handed it to the person in charge, I'd say "We went to the trouble of recording all of these lines, so you'd better use them. Failure is not an option."

Iwata

That sounds a lot like a provocation! (laughs)

Takahashi

(laughs) But then when all of this content was actually put in the game, some people thought that the characters were talking too much and that it was annoying. So at the very end, I had that adjusted. But I think that it will resonate with a lot of players when they see their companions giving their all alongside them in battle, kicking up quite a din.

Iwata

But in any case, the game has ended up with a physical scale and intricacy of detail that was enough to make you feel you should have put your foot on the brakes at some points. How did you end up feeling about all this, Takahashi-san?

Takahashi

Without question, of all the games I have worked on, this is far and away the largest in terms of scale. But – and I realize this will sound strange – while making it, there were aspects that were extremely easy.

Iwata

You mean that you found them easy?

Takahashi

Yes, that's right. Well, I had Takeda-san working as my partner on the scenario, and I had complete faith in him. In addition, it's exactly a decade since Monolith Soft was founded, and so we've trained up staff I can really trust.

Iwata

So you've trained staff inside the company who can be left to take care of all manner of tasks.

Takahashi

That's right. For the most part, it was fine to entrust tasks to individual members of staff, and there were plenty of times when I didn't have to look over their shoulders. Thanks to that, I was able to focus my energies where I'm most effective. So while this was a huge and challenging project, in terms of my feelings about it, I'd go as far as to say that it's the first time I've worked on something that proved to be such plain sailing.

Iwata

Although your previous titles weren't on the scale of this one, there were times when you were solely responsible for pulling large projects together, and you had to give everything you had.

Takahashi

Yes, that's true. After founding the company, I started by employing a team, and there were times when most of them would have been inexperienced.

Iwata

With this project, it's ten years since the company was founded, and you've steadily trained your staff up and got to know them well. It seems to me like a range of people, each with their own specialist field of expertise, have been a great help to you as executive director.

Takahashi

That's correct. This was a project where I was fortunate enough to have the assistance of a whole range of people. Previously, I would have been forced to expend energy wastefully. This time round, this didn't happen at all. All of the team members gave their all in their area and while we managed to make a vast world, we were also able to make it richly detailed. I think it's a fitting tribute to our first decade at Monolith Soft.