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Marvelous discusses the approach to Rune Factory portable/console games, action-oriented gameplay mechanics

by rawmeatcowboy
31 March 2011
GN Version 3.1

A portion of a Siliconera interview with Marvelous Entertainment producer, Yoshifumi Hashimoto…

S: I think the first question that comes to mind is, what do you feel the primary difference is in terms of how you approach development, between Rune Factory on portable systems and consoles? Do you focus on different aspects of the series in each case?

Marvelous Entertainment producer, Yoshifumi Hashimoto: On portable systems, I made the game a bit easier in order to enable users to start and quit the game at anytime they like. On the other hand, I made the console games harder because I wanted users to take more time to complete quests in their homes. This was a pretty big difference.

There are two reasons why I did this, one is that I want to make games suited to each user’s situation like time, circumstances and so on. Another reason is I want users who buy both the portable and console games to enjoy a different experience. They’re spending their well-earned money on these games, so I feel that I owe it to them.

S: In general, Oceans looks more action-oriented and stylish than the games before it. Is that something you plan to continue? To eventually make Rune Factory more of an action series?

YH: I wouldn’t say that the aim is to make it an action series. With Rune Factory, we’re trying to create the ultimate experience of living life in a fantasy world. The closer we try to model this experience, the more elements that we put into it. So I guess action-based gameplay falls out of this approach, rather than is the intended final product.

Full interview here

 
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