>>47623693Masuda:Same, there's also the cries for pokemon(the creatures that appear in the game) that were made 6 years ago, made with the view of the world we had at the time; the view has changed and currently I have to remember that original image. But, I try to stay pure to myself(laughs).
-The games Game Freak made up to now were action games, but can the current “pocket monsters” be called an rpg?
Tajiri:I wanted to make something like an rpg. But, Game Freak makes “new and impressing things”, so if its important to you can call it rpg, but it'd make me happy if you saw it as a new and impressing game. Anyways, the original concept was “can we make an strong- touching rpg without numbers in the battle scenes?”. We went with that concept for the first year. To a certain degree, it wasn't rpg-like, I think. But around that time I realized it was ok to include some numbers.Thanks to that, we managed to find a middle point with the novelty of not using numbers and gameplay using numbers in new places.
At the beginning we definitely didn't want to use numbers, as a result we had things like “Nidoran used its horn, it wasnt as effective!”(laughs) in the battle scenes. But, without numbers, it didn't make creating battle tactics as interesting as we wanted. For that reason the battle scenes changed the most.
-Certainly its a new feeling that the battle scenes use more words than numbers.
Morimoto:In the beginning, as the fight screen didn't have numbers nor a gauge of health we had to spell “seems the opponent is weak”. But, as it made it hard to read the battle, we started showing the level, then the gauge, and finally numbers.
Tajiri: It was a progressive thing wasn't it? First we started with the player parameters, then the oponent and finally the health numbers for the player but not the oponent. Obviously, such a novel idea couldn't be implemented as idealized. But we would be one year behind if we didn't figure that out back then.