


So That People Who Have Never Played RPGs Before Can Enjoy Them Too
| Nintendo: | When creating this new Glory of Heracles game, what aspects did you devote the most effort to? |
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| Horita: | First of all, we devoted a lot of attention to providing the kind of explanation that would allow people who had never before played RPGs to get in on the fun, too. We provide an easy-to-understand guide of how to view and analyze the action on-screen and even how to topple your enemies. The Nintendo side had a lot of suggestions for improving the user interface, and Mr. Kondo and everyone else on the development staff went all out on trying to make this game user friendly. | ||
| Kondo: | We had never before received such detailed, specific requests in terms of how the game should be made, so this was a very good experience for us. | ||
| Nintendo: | Were there any parts of the user interface that were greatly improved? |
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| Kondo: | Looking back, there were so many demands to accommodate, I can't really recall. (Laughs) | ||
| Horita: |
I think the Battle Log screen was the place where we made especially big improvements. Information on how much damage has been inflicted on an enemy, any abnormal conditions that have arisen, and whether an Ability has been mobilized, etc., is displayed on the bottom screen of the Nintendo DS, so we figured that if a player happened to miss some action that took place on the top screen, he or she could just refer to this to catch up. Also, when some new terminology is introduced in the course of a Battle, an explanation of it appears on the Log screen.
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| Kondo: | The Battle Log functions to provide hints to first-timer players and displays all sorts of data that can't all be displayed in the top screen, so for seasoned players, it may also provide some clues to waging battle efficiently. | ||
| Horita: |
![]() When we asked others to test-play, we filmed the scene of play and analyzed the places where the players stumbled. We then adjusted the balance of such factors as the strength of the enemy that appears in the opening and the probability of encounters, etc. As a result, we set the game up so that the enemies that appear at the opening generally are weaker and the rate of encounter is lower, but once in a blue moon, a strong enemy will still appear at the outset so that we can sustain the interest of players who are accustomed to RPGs.
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| Nishimura: | The screen momentarily shining red at the time of the encounter is a sign that a strong enemy has appeared, and if you just fight as usual in these cases, it will be an uphill battle. But for veteran players of RPGs, being challenged by such an enemy may be fun and interesting. If you find yourself in danger, you can always just turn and run. | ||
| Kondo: | Whether or not you will succeed in getting away is determined by probability, but it's set so that it's easier for your party to flee in a pinch. It might be a good idea to develop the habit of immediately running away if you sense danger. By the way, our concept this time was to shatter any of the conventions of RPGs that had previously been taken for granted or regarded with resignation. For instance, when it comes to attack power or defensive strength being heightened by the effects of Magic, players tend to assume, "Well, it will only raise my powers a little bit anyway..." But then, when they can see with their own eyes how much of a power boost they actually get, they begin to feel that there really is significance in the various kinds of Magic, Items, and Commands available to them. | ||
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