Resumo do Iwata Asks com Yashimoto Hirofumi, o produtor da série (em inglês)
Iwata Asks: Rune Factory 4 details x
June 29th, 2012 Posted in 3DS, News, Posted by Valay
A new Iwata Asks interview has been published on the Japanese Nintendo site. President Satoru Iwata and Rune Factory producer Yashimoto Hirofumi participated in the discussion.
Although the interview hasn't been translated into English, a summary of the talk can be found below.
- Came about as a celebration of Harvest Moon's 10th anniversary
- Wanted to use a more western-based idea for the game
- Idea was to place the concepts of Harvest Moon in an open fantasy world
- Initial inspiration stems from Dragon Quest
- Hirofumi liked to wander around the DQ world after beating the final boss and talking with the NPCs
- Openness and exploration is the best part of an RPG according to Hirofumi
- Wanted to include these elements in Rune Factory
- Rune Factory doesn't just focus on the adventure or farming aspects
- Don't have to go after the evil villain and dungeons; they're optional
- You could enjoy the farm life or pursue your favorite girl (or boy) instead
- Equal amount of effort put into communication with other town inhabitants, farming, other events
- Hirofumi didn't want a nameless NPC girl standing behind the store counter, saying the same line all the time
- He instead decided to introduce a character, name included, who would react to recent events and change her lines accordingly
- ''I want to create a small but rich microcosm in the DS, where every single person's lives shine like jewels in a treasure box.''
- Iwata compares the series to living in the Hobbit village in The Lord of the Rings
- Can achieve this in one way through movement of time, seasons, and weather
- These elements influence character actions
- Would play your ''life'' differently and would want to see how other characters are spending their time in different situations
- Hirofumi usually had a hand in design to create characters players would love
- Hirofumi loved designing
- This is why he wanted to create movies at first
- Rune Factory 4's main theme is ''passionate love, sweet marriage''
- More dating events
- Events are more dramatic
- Can go on adventures with your child and wife
- While the story is there, you can ignore the evil king and just farm , or you could defeat the evil king and go back to farming
- Hirofumi has been receiving letters saying, ''I was supposed to make lunch for my husband, but instead I made it for XYZ (in the game) today!''
- These letters move Hirofumi more than anything else
- Voices of the players is one of the main reasons why he loves making games
- It's this love of watching his joy become other's joy and his plain old passion in the interest that gives him the energy and motivation to create both Rune Factory and Harvest Moon series at the same time
- Hirofumi would like to work on weekends if he could, but he'd get chased out if he stayed at the company for too long
- Harvest Moon/Rune Factory audiences differ
- Elementary school children and 20+ year-old mothers tend to play Harvest Moon
High school students and males in their mid-20s tend to play Rune Factory
- Some players have gone from Harvest Moon to Rune Factory and then back to Harvest Moon
More Iwata Asks: Rune Factory 4 details July 6th, 2012 Posted in 3DS, News, Posted by Valay
Another batch of details from the latest Rune Factory 4 Iwata Asks interview has been translated. Once again, producer Yashimoto Hirofumi was the main participant in the discussion.
The latest information is as follows:
- Hashimoto started out with Nintendo's VS Tennis
- Hashimoto dreamed of making movies as a kid
- He ventured into the game industry since he wanted to have more of a personal hand in the creation of the final product
- Hashimoto wanted to work with fewer people as well
- With games, it's at least somewhat possible to do independent work
- Hashimoto's first company was SNK
- He contributed to a number of fighting games
- Marvelous was his next stop
- Even after this move, his fighting game experiences stayed with him
- Battles were a point of contention on the design board for Rune Factory
- There were concerns that battles might distant current fans who like Harvest Moon's ''peaceful life'' feel
- After Hashimoto saw so much resistance, it compelled him even more to try it
- Hashimoto's solution to the repetitive actions inherent in farming also stemmed from Hashimoto's fighting experience
- Hashimoto wanted to make each movement satisfying
- Wanted to do more than make people feel, ''Yes! I managed my own farm!''
- He wanted the satisfaction to extend to simple functions like the swing of a hoe or picking of crops
- Partially inspired by Pikmin, with Olimar pulling Pikmin out of the ground with a satisfying pop, and Yume Koujou: DokiDoki Panic
- Wanted to include a 60FPS frame rate
- This way each press of the button smoothly elicits an action from the character onscreen, leaving the player with a satisfied feeling
- Hashimoto stated that he could somehow already see the way the fans would react to the change because of his experiences with fighting games, where every installment to a series would introduce enormous changes
- He felt Rune Factory would one day spin off into its own series rather than one that just piggybacked off of Harvest Moon
- With Rune Factory 2 he placed special effort in separating the two series
- With Rune Factory 3, Hashimoto received fan-mail stating that people were being introduced to Harvest Moon from the Rune Factory games rather than the other way around
- Hashimoto gives himself and all of the staff three months to come up with anything and everything they can at the start of the creation process
- All planning ends after the three months end
- While this may sound harsh on the staff, Hashimoto says that he believes it's very important for his staff to be conscious of a time limit from the very start
- Restriction forces them to work to the edge of their limits
- All ideas are put together and the team reviews the idea at the end of the three month period
- Because of this creation process, some features of previous games may be absent in the next installment
- Ex: There was a wireless and Wi-Fi function in Rune Factory 3, but not in Rune Factory 4
- Each game isn't necessarily directionless
- Each game's core has a theme and goal
- Harvest Moon: A New Beginning's goal to ''create a ranch story greater than ever before, now that we have full 3D capability''
- One way they did this was through the customizable farm house
- When the staff heard about this idea, they all froze stiff the moment the words left his mouth
- Rune Factory 4's story theme is ''a prince (or princess) who falls from the sky''
- Goal is to ''experience a new fantasy on a new system''
- Although the 3DS' 3D abilities are powerful, they weren't what Harvest Moon or Rune Factory needed because the games weren't about impact or impressive 3D graphics
- Hashimoto emphasized that this doesn't mean that they wouldn't use 3D
- Not using 3D on the 3DS would just be a failure on the part of a creator
- In A New Beginning, Hashimoto tried to create a wondrous world that declared, ''Wow, now that Harvest Moon is on the 3DS, it's gotten so interesting!''
- Company specializing in 3D animation was picked to make Rune Factory 4's cut-scenes
- Over 10 cut-scenes in the game
- It's the same company that did the opening for the first game on DS
- Has more voice to suck the audience further into the fantasy world
- Hashimoto was extremely unconfident about the movie when it was first shown during Nintendo Direct
- In the end he believed it was very helpful since it was like he was being brought one step closer to the audience
- Movie was adjusted based on fan reactions to certain parts
Fontes:
http://nintendoeverything.com/92954/iwata-asks-rune-factory-4-details/
http://nintendoeverything.com/93091/more-iwata-asks-rune-factory-4-details/
http://www.tumblr.com/tagged/yashimoto-hirofumi
http://www.espal3ds.com/noticias/2260-Rune-Factory-est%C3%A1-inspirado-en-Dragon-Quest.html
Mensagem editada pelo
usuário Ehras
em 22/10/2012 21:01.