Cozy Okada discusses Shin Megami Tensei Nine
[02.17.02] » No, you didn't miss the last six games.
The latest issue of Weekly Famitsu has an interview with Cozy Okada, Atlus Corporation's CDO and the producer of the Shin Megami Tensei series, as well as the Busin: Wizardry Alternative and the Devil Summoner, Persona, and Maken series. In it, he discusses some details of Shin Megami Tensei Nine, the online SMT game in development for Xbox.
Michinobu Hamamura: There are so many things we'd like to ask you. First off, your new game is titled "Nine", but it's not the ninth game in the series, is it?
Cozy Okada: Oh, no, not the ninth game at all (laugh).
Hamamura: Hahaha, does it refer to the alignment matrix from Shin Megami Tensei, and its nine cells? What was it again...?
Okada: Law, Neutral, Chaos across, and Dark, Neutral, Light down.
Hamamura: What made you choose that for the title?
Okada: It has a lot to do with the game's online component. While the story is usually the most important aspect of a game's creation, what with the new possibilities of online play, players will be able to experience a story with real meaning to them.
Why not completely online?
Hamamura: You mention that it is an online game, but there is an offline component as well, isn't there?
Okada: Yes, there is.
Hamamura: So that the initial story can feed into the player's enjoyment later?
Okada: Well, not exactly. I don't know that it's the same as with traditional games, as things change when you introduce an online aspect. I think my own style of online game will be a bit different from online games on the PC and from other companies, though. With online games available for PC, even directors today are saying they want more from their online experience. That's been on my mind as I apply this to the Megami series...
Hamamura: Of course.
Okada: I have to sit and ask myself... The PC market is quite different; if this was not the Xbox, if it was not to be an online game... what would be different about the player's experience?
Hamamura: I see.
Okada: So even though there will be no offline component per say, there will still be a single player mode, to add onto the online aspect.
Hamamura: Right.
Okada: But for the most part, the offline component will be a tutorial leading into the online component.
Hamamura: So, as there are many players who have never played an online game, the single player mode will introduce newcomers to the world and game system. Then they go online?
Okada: That's right.
Hamamura: How will things be different in an online world?
Okada: Well, bosses won't simply be aligned to Chaos, and players will have to find players of similar alignment and band together with them.
Hamamura: Hmm...
Okada: And if they're in opposition, they become enemies.
Hamamura: Then, using what they learn in the single player mode, players can put some of themselves into the game. And after they go online, they can group with other, similarly aligned players. But, won't there be quite a few players of opposing alignment?
Okada: That's exactly the point.
Two worlds of opposing views
Hamamura: With regards to the setting, your cybernetic world is set in the '90s-- the future here now. But... now it's 202X?
Okada: It's the next step in the Shin Megami Tensei series. In this world, Chaos isn't necessarily the prime evil, but it's still a world leaning towards decadence. Also there is the virtual world of 30 years ago that people created. This game will allow players to interact in that cyberspace as well.
Hamamura: Why did you set the cyberspace world in the '90s?
Okada: I thought it would be interesting if it was a simulation of the previous Tokyo, rather than an image of the future one.
Hamamura: The cybernetic world looks like the real one, but it's slowly beginning to resemble the future one, don't you think? A strange paradox...
Okada: It's quite the opposite, actually. The real world will be expressed in monotone, while the true reality will be expressed in the virtual space.
Hamamura: I... see...
Okada: That's the sort of world I'm hoping to create for players.
Hamamura: Very interesting... so if the cyberspace world reflects the real world, the future, in essence, becomes our reality.
Okada: Exactly.
Hamamura: Once I see that strange paradox for myself, I'm sure your master plan will be totally clear. (laughs)
Okada: (Laughs)
Hamamura: Speaking of the setting, you have a new character designer, I hear.
Okada: His name is Mr. Umezu, but the monster designs are still all being done by Kazuma Kaneko. Since there are so many Kaneko fans out there, we're doing our best to introduce new elements slowly and carefully.
Hamamura: So we'll be able to see the two different styles, but that's what the new approach is all about.
New battle system
Hamamura: About Nine's battle system, will it be in real-time?
Okada: Yes, it will. The core system is auto-battle, but with the ability to insert commands as combat progresses.
Hamamura: That way, players can decide their battle strategy in advance?
Okada: Yes, exactly that. There will also be AI routines, so to speak, to allow general stances like offensive and defensive. Optimally there won't be very many, so we will just list them in the manual.
Hamamura: I see, I see. And how will enemy encounters take place?
Okada: You'll encounter them just prior to combat.
Hamamura: What about the network setup?
Okada: Finding a balance between what we'd like to do and what we can do realistically nowadays is still a matter of trial and error.
Hamamura: The press material mentions something about a "Voice Recognition Function", does it not?
Okada: It's the same with that-- we're still determining whether the technology is available to make it possible. When dealing with real-time control, voice recognition is the best way to give players control of the game, besides just entering commands on the controller... that's how we see it, at least.
Hamamura: So the feasibility of the idea isn't the important thing, which allows you to consider anything you want, like combining monsters, creating new ones, etc.
Okada: Exactly, or even trading monsters...
Hamamura: Or even breeding them!
Okada: Right. And afterwards we can add new elements to the game, by downloading new monsters and combining them.
Hamamura: Some intriguing possibilities.
Okada: Well, we're still in the planning stages.
What do you mean by "RTS"?
Hamamura: Could you tell us a little bit about the "RTS" system?
Okada: It introduces simulated strategic elements to the game.
Hamamura: By allowing multiple parties to work together, actions can be carried out simultaneously, right? Can you tell us what effect this has on gameplay?
Okada: Sorry, the RTS system is still too early in development to state any real details at this time, but...
Mr. Okada then showed us to the Atlus development room to show us some rough outlines of the RTS system. Ten minutes later...
Hamamura: Ah, I understand now. Based on what you've shown us, it's just like in dungeons, right?
Okada: Precisely. This way, with multiple parties working together, players can fight large-scale battles in real-time.
Hamamura: They also seem to occur simply while travelling along, adventuring. And you have to be ready, since you don't know when or where they'll commence. This is something that hasn't been done before.
Okada: That's right.
Hamamura: Perhaps then, with a large map online, many players can form parties and gather together?
Okada: That's our hope.
Hamamura: It sounds like it will be quite an interesting and fun way to play Megami online.
Regarding the Xbox's 5.1 channel sound
Hamamura: The Xbox is capable of 5.1 channel sound. Could you please tell us how this might be applied to your game?
Okada: Well, ever since Maken X we have been doing many different things virtually, using only 2 speaker sound. We have wanted to take advantage of this Xbox feature since the beginning, and our sound staff is excited about the possibilities. Visually speaking, there are some things that just can't be expressed on a television screen. So we'd like the game's sound to be everything it can, as well. For example, what could be better than filling the whole room with the gaming experience?
Hamamura: Very true.
When will we be able to play it?
Hamamura: By the way, do you know when we might be able to play it?
Okada: As of right now, we're thinking before the end of 2002.
Hamamura: Isn't there another Megami game in development for the Playstation 2? That's pretty fast, isn't it?
Okada: Yes, it is.
Hamamura: When might we see that one released? This year, as well?
Okada: This year, who knows....?
Hamamura: I see. (laughs)
It's an online game, but don't worry
Hamamura: Finally, do you have anything to say to our readers?
Okada: The original title for the game was Shin Megami Tensei Online.
Hamamura: It doesn't look like you liked that title very much.
Okada: (laughs)
Hamamura: Deciding on a proper title is important. I can understand how you don't like to look back at the rough drafts, believe me. (laughs)
Okada: (laughs) Really, you expect to hit a wall when you put "Online" in the title. This way, however, players can play online without worrying beforehand. They'll know they are playing an online game, but they'll also be enjoying a new Megami game as well.
Hamamura: Hmm... that's a clever way to decide on a title.
Okada: Yes, but it really isn't all that clever.
Hamamura: It would probably be a much tougher sell if you suddenly announced it as a "Totally Online Game." Thus far, online games have met with relatively limited success, despite being enjoyable. But you have us very excited about your project. Thank you very much for your time!
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