Hmm, wonder if I should take the time to read this or not.

Yes, although conversely that made it very tough to put the story in place. While the final product, therefore, does have a really tight story and movie-style production, if I had to choose which element is stronger in this game, I’d say it was the gameplay.
It’s the kind of story that takes a long time to tell, so there are several elements I want to convey to the player. This time, however, I was focusing on gameplay elements more than the story so, for example, the player’s character sometimes exchanges small, irrelevant talks with other characters while moving from one place to another. For example, as you’re moving around you might hear someone say ‘hey, why can’t you notice this smell?’. Through dialogue like this, players really become aware of the existence of their companions. One of the things I’d like to convey in this story is the strong relationships players have with the companions who accompany them for whatever reason. The players might feel, for example, ‘These guys are great.’ or ‘I’d do anything for these guys.’
Win





NoE bothered to translate this?
Best confirmation of a localization we've seen yet!
| makingmusic476 said: NoE bothered to translate this? Best confirmation of a localization we've seen yet! |
Amen brother!
And how come you are away on Steam?
"Until now, I tried to only choose game systems that were appropriate for the story. If this results in a game that’s no fun, however, there’s no point in doing it. That’s why I started out this time by looking again at every aspect of the game, starting with its core elements."
Sold it... Nintendo pls pls bring it to the west!!
Menx64
3DS code: 1289-8222-7215
NNid: Menx064

What i like in this interview is at the end, Sakaguchi predicts what's wrong have happened with Other M. The story that don't follow the players expectations and will and has him reject it...
But we must first concentrate ourselves on the way to entertain people, for video games to live. Else, it's a world where sales representative will win, which has as effect to kill creativity. I want to say to the creators all around the world:"Courage, Dare!". Shigeru Miyamoto.
plus 1* for localization!! YAYYYY!!! :D
(plus sign isn't working >_<)
| Games4Fun said: Sakaguchi:
Yes, although conversely that made it very tough to put the story in place. While the final product, therefore, does have a really tight story and movie-style production, if I had to choose which element is stronger in this game, I’d say it was the gameplay. Sakaguchi:
It’s the kind of story that takes a long time to tell, so there are several elements I want to convey to the player. This time, however, I was focusing on gameplay elements more than the story so, for example, the player’s character sometimes exchanges small, irrelevant talks with other characters while moving from one place to another. For example, as you’re moving around you might hear someone say ‘hey, why can’t you notice this smell?’. Through dialogue like this, players really become aware of the existence of their companions. One of the things I’d like to convey in this story is the strong relationships players have with the companions who accompany them for whatever reason. The players might feel, for example, ‘These guys are great.’ or ‘I’d do anything for these guys.’
Win |
AGREED!
I would expect more Sakamoto bashing, but it looks like he doesn't give critics much to work with. Good times