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Xenoblade Chronicles director talks turn-based experiments, and the future of JRPGs

by rawmeatcowboy
08 April 2012
GN Version 4.0
- the game's battle system was based around the idea of the main character being able to see into the future and dodge upcoming attacks

"I can’t really explain very well how I came up with that idea. I thought that it would be more interesting to incorporate the ability to see the future into the game using a real-time battle system. I did experiment with a turn-based system that included the ability to see the future, but it didn’t go very well.

I think that the story has changed so much, even in its small details, that I can’t remember all the different ways that it has changed. However, the overall plot structure remained the same all the way through.

The reason I created a huge environment to explore was because I believed that type of design was necessary to express the world of this game. Of course, for the development of a game of this scale, the skills of many different staff members are required. The biggest challenge for me was directing the passionate forces of this large group of people toward a single goal." Takahashi also stressed the importance of debugging and devoted as much time as he could to polishing the final product." - Tetsuya Takahashi, Executive Director

Takahashi also discussed how he plans to tackle the JRPG genre from here on out.

"I don’t think that we can single-handedly do anything for the grouping of games known as JRPGs. On the other hand, I think the only path that we ourselves can take is to keep making games that people, regardless of which country they’re from, will find interesting regardless of genre. The support that we get from players of this game should help us in our efforts to develop games for new hardware."

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