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: Xenoblade Chronicles X

Even Pros Lost Their Voices

Iwata

So the online feature was the reason why the main character was changed into an avatar.

Yokota

Yes, that change came naturally.

Iwata

How does it feel playing with an avatar you've created yourself? Does it affect how much thought goes into playing with that character?

Yokota

Although we admitted to being scared of connecting with other players earlier, we're actually fans of online games, so it was so much fun being able to create our own characters. However, we had a lot of discussions over the volume of the customizations, like how many different features we should offer.

Iwata

If there are too many customization options, it would take a while for the player to actually start playing the game.

Yokota

But on the other hand, it would be a problem if the choices were too limited.

Iwata

That would make them all look the same.

Yokota

This is why we had many discussions over this.

Iwata

As scriptwriters, it must've been a hard task to adjust the script when the main character was changed to an avatar.

Takeda

Before the "mass construction," I wrote out the script expecting to have a main character, just like in Xenoblade Chronicles. This was actually my first time writing a script for an avatar...

Iwata

Unlike a main character played in third person, an avatar represents the actual player, so the flow of the story must've changed drastically.

Takeda

Yes, it did. So I had many hurdles to overcome from a technical standpoint. But honestly, I think the people who created the avatar had a much harder time than those of us who wrote the script. There are so many choices for the voices alone, and each voice has a different voice actor...that must've been a lot of work.

Yokota

Not only are there many different voices, each voice has a different personality to fit RPG staples such as the reliable brave guy, sexy characters, characters with a dialect, etc..

Kojima

From my standpoint, though, I think we were equally struggling with this change. (laughs) The flow of the story changed from being guided by a distinct main character to an avatar designed by the player, so that must've been a lot of work.

Takeda

Well, I do admit it was a race against the clock. (laughs)

Kojima

Can I add a little bit about the voice actors?

Iwata

Go ahead.

Kojima

Characters talked a lot during battle in Xenoblade Chronicles.

Iwata

Yes, they did talk a lot in various scenes. (laughs)

Kojima

Some players really liked that, while other complained it was too loud, so I discussed with Takahashi-san what we should do in Xenoblade Chronicles X. He replied that the talking portions made the game stand out, so we should continue doing that in this game, and I agreed with his opinion.

Iwata

So you agreed to make the characters talk more?

Kojima

Yes. In Xenoblade Chronicles, there were around 3,000 lines that were recorded. It was a large amount of lines at the time, and I remember being heavily scolded by the producer of Monolith Soft. He said "You've spent so much money on the voices, so you better use every single one of them in the game!"

All

(laughs)

Iwata

So he told you to use everything that was recorded. (laughs)

Kojima

That's right. I was told, "You recorded them, so you better use every single one of them!"

Iwata

So, there were 3,000 lines just for the battle scenes, correct?

Kojima

Yes, 3,000 lines of recording just for the battles...but for Xenoblade Chronicles X, it increased to 11,000.

Iwata

11,000 lines?!

Kojima

Yes. There are around 4 times more voice recordings in this game, so it should be especially enjoyable for those who like to listen to character voices.

Iwata

Well...I did expect there to be a push for the voices, and an increase in number...but I was taken off guard that you've increased it to 11,000! (laughs)

Kojima

I honestly thought there were too many zeroes when I first saw the number. (laughs)

Takahashi

But because there were so many lines, some voice actors lost their voices during the recording.

All

(laughs)

Yokota

They're in-battle voices, so they have to be very loud.

Iwata

Naturally, because there's a lot of shouting during battles.

Yokota

Exactly.

Kojima

Yes, and we had to ask them to keep shouting for hours.

Takeda

Voice actors are voice specialists, so it takes a lot for them to lose their voices. I've worked on jobs requiring a lot of screaming by actors in the past, but I've never seen or heard a professional voice actor lose their voice during a recording.

Kojima

So, I was a bit sorry after this...

Iwata

The localization process must be quite a challenge, too! (laughs)

Kojima

Yes, that's why I felt very sorry about what I'd done... Also, I was very sorry to throw such a workload at Mario Club13. 13. Mario Club, Inc. conducts testing on Nintendo software during development.

Iwata

Ah, it must've been quite some job for Mario Club, too.

Kojima

I was so focused on creating the game that I didn't pay attention to who had to take care of the aftermath.

Iwata

When I saw the invoice for Mario Club's testing fees, I froze up for a moment.

Kojima

I'm not surprised...

Iwata

I even said out loud, "Why are these numbers so high!" (laughs)

Kojima

I would like to take this time to apologize to everyone that was involved in this matter.

All

(laughs)