
This was up 2 days ago actually, but there was no thread about it, you guys dissapoint me.
Some highlights
Hyodo So, this was my first time being fully involved in a game production. When I was invited, the first thing the producer from Monolith Soft told me was that the job's requirement was to not run away from the project! (laughs)
All (laughs)
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Kojima In comparison to how it was with Xenoblade Chronicles and also other games in general, we did not have to be so restrictive about the places to appear in this game.
Takeda This was probably because the volume of this game was big enough to fit it all in. After all, this is the same staff that was determined to create a whole planet. (laughs)
Kojima Yes, so I felt that we were able to put an exceptional amount of time into figuring out how to make the story more interesting.
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Takahashi Actually, the main story might be shorter than Xenoblade Chronicles. However, the quest stories are matched up with the open-world game design, so there's more depth to the quests.
Iwata How much more depth did you put into the quests?
Kojima Let's see...maybe 3,000% more than the previous game?
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Yokota I believe that RPGs in general are made to play alone. But this time, we felt that playing all alone in an open-world environment might feel a bit lonely.
Iwata This time especially, with the large world and the many hours players can play through the game.
Yokota Right. So, to make the atmosphere of the world livelier, we thought that it would be better to add an online mode so players can feel connected. However, we had to take into consideration that there might be players who are scared to communicate with other players. I'm actually afraid to do so myself!(laughs)
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Iwata In general, other games ask the player if they would like to go online, but for this one, the game will be connected when it starts up, correct?
Yokota Right. Each game connects with up to 32 players randomly, including the main player. Most of the time, you will not see other players or what they are doing, even if they're in the same field.
Iwata But, you can feel each other's presence faintly in real-time.
Yokota Yes. For example, if a player defeats an enemy and gets an item they don't want, they can offer to give that item to another player who is connected with them.
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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)
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Kojima Yes, 3,000 lines of recording just for the battles...but for Xenoblade Chronicles X, it increased to 11,000.
Iwata11,000 lines?!
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Iwata So players will have to save up a lot to buy a Skell.
Yokota Yes. Although Skells are quite expensive, they can be destroyed in one blow if they face off against a very strong enemy. In that case, players may have to buy a new one.
Iwata Isn't that pretty tough for the players?
Yokota So, we created "Skell insurance"! (laughs) Even if your Skell is destroyed, it will be fixed for free up to three times.
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Iwata As of this interview, the game is yet to be released in Japan and we're still trickling out promotional videos, but we already have people overseas talking positively about the title. This is because, as Takahashi-san described earlier, you all put in so much energy that the game virtually became a crystallization of everyone's blood and tears, and people overseas noticed. I think they'll all be excited for the day when they will be able to roam the vast field to their hearts' content and fly a Skell high in the sky to see the world from above.














