• Q&A: Sands of Destruction Team |wow gold

    2009-11-12

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    Q&A: Sands of Destruction Team |wow gold
    Sands of Destruction is a new DS RPG from Sega and Image Epoch, titled World Destruction in Japan, where it came out in 2008, and due for North American release in January 2010.
    The game is notable primarily for its scenario writer, Masato Kato, who also wrote the scenario for Chrono Trigger, and for composer Yasunori Mitsuda, who wrote most of the music for Chrono Trigger, and Chrono Cross, and has completed a number of other highly-acclaimed scores.
    The scenario surrounds a young man with the power to destroy the world, and a girl who's trying to convince him to do so. To this interesting mix, the team added traditional RPG elements and character archetypes, as well as a rather complex battle system.
    In this interview, we spoke with Image Epoch president Ryoei Mikage, and Sands of Destruction Sega producer Yoichi Shimosato about creating RPGs in the flooded DS market, the scenario writer's process (which mirrors the collaborative style of film director Sergio Leone and composer Ennio Morricone), and why the game's original scenario was cut and reworked.
    What’s it like making a new RPG in Japan these days? There are a lot of RPGs coming out for DS - how did you go about trying to differentiate yourself from the beginning?
    Yoichi Shimosato: Actually, there wasn't any specific ambition or big goal for this game, but each person, Sega, Mr. Mikage from Image Epoch, Mr. Kato the scenario writer, and Mr. Mitsuda the composer all got together and said, "We want to make a great RPG."
    Each of those particular people have their own ambition and motivation toward what a great RPG would be, so when they got together, they started talking, and that's how Sands of Destruction was formed.
    Did Image Epoch feel any pressure to make it a “Sega-like” RPG?
    Ryoei Mikage: No. None at all. Because Sega's not necessarily known for RPGs... we were able to create what we wanted to.
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    With Kato (scenario writer), what was his process for the writing? Did you present him with a specific idea or just say, "Hey, we want an interesting scenario for this"?
    RM: Our only request to Kato was that it not be a traditional storyline, something that's different, something that's unique, and something that goes against the standard. Mitsuda, Kato, Image Epoch, and Shimosato from Sega were all geared up to do a great RPG together.
    How it turned out was that Mitsuda came up with a composition, with music that he felt would be appropriate for a great RPG. And listening to that music, Kato came back with a storyline, which was per request not the typical, traditional storyline. And then Sega and Image Epoch took that and made that into a game.
    I was going to ask if Kato's scenario influenced the game design, but it sounds like it was more that Mitsuda influenced the game design ultimately. Is that the case?
    RM: Mitsuda and Kato are actually really, really good friends, and they always work very well together and very near each other. So, for example, Mitsuda would come up with a piece of music, and then Kato would take that and write a scenario. Then he'd say, "Well, actually, my scenario is turning out to be this way, so maybe your music could fit this better." And then they would work together that way.





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