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Most tactics RPGs are pretty much
necessarily in 2D, because they're grid-based. This game has nothing to do with
grids, which is one of the big differences -- you have proximity instead of
squares. It's a very different sensibility. You also have to aim, so it
actually brings it into 3D. Was it a design decision right from the start that
you weren't going to have a grid? And how did you come up with the active
points system that allows character movement?
RN: The
first time that we made this game it was actually a regular tactical RPG. We
didn't have a grid from the start, but it was a top-down map and we worked on
that. But then after we played that initial build we realized that it didn't
express what we wanted to communicate in the game, which was having the player
identify with the characters in the game.
In
traditional tactical RPGs you'd have units, but one unit would maybe have five
tanks, or four soldiers or whatever. And then when you fight with the enemy and
after the battle ends, your unit may only two tanks left, or three soldiers
left.
When you're playing that type of game you don't really feel the pain or
the loss of actual characters that are in those units, and that's what we
wanted to communicate in this game and have the player identify with in this
game.
That's
just why we developed the current system where it's almost like third-person
action -- where you're battling in the gunfire and you're being shot at as you
shoot other people and you have to hide behind stuff.
At a certain point in traditional
tactics RPGs when you've seen all the battle animations you'll turn them off.
You don't care anymore to see the same animation over and over. But in this
case you never do that, because you're actually playing through it. It cuts out
some of the fluff that you didn't need for the gameplay before. It's an
interesting way to do it.
RN: Thank
you. I agree with your comments and I'm very thankful that you see the game
that way. We wanted to add something that was more emotional into the tactical
RPG genre.
Rather than you being God and you moving your chess pieces on a board,
we wanted the player to be in the battle and to feel the tension -- to be
afraid of your enemy shooting back at you.
Your game was originally created
as a traditional top-down tactics RPG. Was the initial design done on paper, or
is it done in the engine with polygons?
RN: I
start out with pen and paper and then I give it to the map development team who
specializes in 3D modeling environments.
It seemed like some of them were
very deliberately crafted from the overhead perspective, so that's why I was
wondering if they were created that way first.
For the battle system that you
have, did you make multiple prototypes to figure out how it would work or did
you document it all first in the design document? It seems like it may have had
to evolve naturally from that original gameplay system that you created through
iterative prototypes.
RN: All
the changes were made at once. I had the first version of the game, which we
built. We played it and it was a regular tactics RPG -- and no one was happy
with it.
We discussed all the changes that we needed to make, and because we
wanted it to be like third-person action, we discussed how all the maps needed
to be 3D and have verticality. And then those were all implemented at once. So
we had a big change, all at one time.
My impression of the process in
Japan as being somewhat different from that in the U.S. is that there's a lot
more documentation up front, quite often. Whereas in the U.S. the documentation
will be much more vague and just outline systems. But then all of the actual
gameplay as it fits together will be developed on the fly.
RN: I'm
not aware of how things are done in other companies or countries, but in my
experience it is true that there's usually a lot of documentation up front and
then everything needs to be secured and approved and good to go before you
start building anything.
But in
this case, for Valkyria Chronicles,
because the team started out very small and we were all thoroughly aware of all
the issues in the game, we understood the game and what it needed to be. So
everything was done as we went with that very small team.
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