>>47623704-What specific thing made you come into that realization?
Tajiri:There definitely was influence. Many rpgs came out during those 6 years, including 3 Dragon Quests. There, the information presented to the player increased but I realized increasing and decreasing the amount of numbers is how you control the interest in the game. In that sense, I think I could pick up where I left off within those 6 years.
The fact that the deadline was vague didn't mean that it was the end of the world when it was finished; in fact, the deadline had long passed, and every day was like a cliffhanger. Even then, there was so much I wanted to do that it was hard to know when it was over.
Each member of the staff had their own skill they focused in the game.
-It's also unusual in that the field map is organised around roads, rather than all parts of landmass.
Tajiri:It was an idea that surged when we where 3, or 4 people, in the world where I live in there's Oohighway, national OO route, they all have names don't they? Furthermore, those routes are packed with cities. As I couldn't express that feeling in the game, I made a
map.As a result, this method has the advantage that it doesn't take up as much space as you might think, given the size of the map.
While the game system is the core, from character design to battles, you can feel the dedication of the staff.
Tajiri:when starting development in this game, apart from sugimori, Fujiwara and Morimoto designed monsters, but during that, morimito said “actually, I want to program”. Then that man started studying from zero and eventually developed the battle routines.
-what a weird guy(laughs)