Famitsu Interviews Tales of Link Developers
Posted 19:25 EST on 20FEB2014 by: indie navi news staff in features » akatsuki, bandai namco, tales of link
Bandai Namco’s Tales of series has long enjoyed popularity with JRPG / action RPG fans. Last August, Bandai Namco revealed development of Tales of Link, an entirely new entry in the series for iOS and Android, being developed in collaboration with social games developer Akatsuki. Tales of Link will feature returning characters from previous Tales titles along with original characters in linked battles of up to twelve.
Bandai Namco recently set a tentative spring release date for Tales of Link, and on this occasion Famitsu App sat down with four of the title’s key developers to discuss the game. Below are some of the highlights of the interview.
From left to right: Genki Shiota (Akatsuki CEO), Kazuya Yamamoto (director), Hironori Naoi (director), Ryuuji Oodate (chief producer)
Image source: Famitsu App
Famitsu: First off, could you tell us a bit about what lead to the decision to work with Akatsuki in developing Tales of Link?
Oodate: We’ve already released a browser-based title, Tales of Card Evolve, but we’ve been thinking for a while that we have to release a social game native to iOS and Android. The plan to do so had been in place for a while, but just when we’d got to thinking about how to find a partner company for the project, we first met the people from Akatsuki and everything just clicked.
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The people at Akatsuki had also been thinking it was about time to develop a native application and had already accumulated a good deal of the needed tech and knowledge. So we figured, why not work together?
Shiota: We’d also decided it was time to focus on developing native apps, but the development costs were becoming a concern. That being the case, both our companies agreed it made sense to collaborate on a game to create a game engine we can both use going forward.
Famitsu: So the idea was to share knowledge related to the technology used for developing native apps?
Shiota: Yes, basically. Mr. Oodate is very particular in how everything is planned out. I mean that in a good way. So it was decided we’d put Mr. Oodate’s planning abilities to good use, and that we’d focus on development. In simple terms, we handled the the nuts-and-bolts development, while making good use of the expertise and knowledge related to developing native applications that came our way from Bandai Namco. That was the relationship.
Oodate: We (Bandai Namco) have a lot of experience creating games for the PSP and 3DS, so we know how to make games that have a “consumer title” feel to them. However, we didn’t think it would be the right approach to try to shoehorn a consumer title approach into the development of a native application. We needed to find a way to make a game that you could play with one hand while eating lunch or what have you, but that felt more developed than your typical browser-based title. Since both our companies have experiences creating games on opposite sides of the spectrum, we brought our ideas to the table and brainstormed together, moving forward that way.
Famitsu: What was the original concept for the title?
Oodate: Both of our companies wanted a game engine that would be competitive going forward, as the trend is toward native applications. For that reason, we put a lot of emphasis on originality. It might sound a little revisionist to say this now, but we really wanted a system where you felt like you were communicating with the character by tactile input, not just mechanically tracing lines. To that end, we put our character IP to good use, making it so that characters would respond to touch input by talking, posing, etc.
Famitsu: How will the recurring characters fit into Tales of Link‘s world?
Naoi: It’s similar to how there were recurring characters in the Tales of the World titles. Characters from the Tales of main series [that appeared in Tales of the World games] were treated as being from a parallel world, and called “the knight from …” or “the princess from …” The system in Tales of Link is based on that system.
Oodate: At first, the idea was that the Tales of characters were heroes of the past, who were no longer living. As development went along, we had a lot of conversations like, “Wouldn’t it be fun if this character crossed over and was in Tales of Link?” We changed the whole story around at the last minute to go with that approach. (Laughs.)
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Naoi: We booked a recording studio and re-recorded all of the voice work for the main scenario.
Oodate: We thought, why not raise Tales of Link to the status of a spiritual successor to the Radiant Mythology series, and I feel we’re doing that. When we released a bit of information about Tales of Link to kick off pre-registrations, some users wanted to think of the title as a successor to the Radiant Mythology series, and we figured if that was the case, we should respond to those expectations. We’re positioning Tales of Link as a title in which players can look forward to the involvement of characters from other titles.
Famitsu: The Tales of series is well-known for its involving stories. Will Tales of Link be presented as a scenario with a proper ending?
Oodate: That’s a really good question. (Laughs.) The story is divided into chapters, but there’s no “final” chapter. One thing that sets social games apart from consumer titles is that you can keep adding more and more content for players to enjoy. That being said, we still want to keep an eye on how players are responding to the chapters to continue expanding the story, sometimes even in ways that subtly subvert players’ hopes and expectations.
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Naoi: Taking into consideration the need to make this feel like a Tales of game, a good story is important. Since we’re approaching the story as a group performance, even when the main scenario is wrapped up, there’s still the question of what some other character was doing when some event was unfolding. That way we can keep adding to the story.
Famitsu: Shortly ago, you let us look at the battle screen. The game system seems like it was pretty similar to [Akatsuki's] Thousand Memories. Will there be any elements that really give the system that Tales of feel?
Yamamoto: Yes, there will be. Like we mentioned before, Tales of Link will be different from Thousand Memories in that the focus will be on “lots of connections”. In Thousand Memories, after a certain number of battle turns had passed skills could be employed, but in Tales of Link, as links are made the “link count” grows, and you spend that to use skills. For example, if the link count is at 100, you could use the same character’s skill that costs 20 skill points three times if you wanted to. It’s kind of similar to MP in that respect.
Oodate: [...] Thousand Memories emphasizes managing costs, and that’s where the strategy of its system lies. Since you’re managing costs, if was possible to take out an enemy without linking up, you’d want to do that. That’s fun in its own right, but in Tales of Link we’re trying to make the game more accessible. We’re focusing on making it so that people will think, “Connecting is a lot of fun!”, or, “It’s really to my advantage to link up.” Probably Thousand Memories is the more cathartic title. It’s fun to hold back and wait until you can link your characters up for one huge hit, but Tales of Link doesn’t require you to hold out quite as much.
Yamamoto: Another thing, you brought up alignments a minute ago. Another feature of Tales of Link is that you think about the alignments of the weapons and armor your party has equipped when forming your party.
Famitsu: Will there be any equipment in Tales of Link that appeared in previous Tales of titles?
Oodate: Yes, we’ve already had the equipment redrawn and put in the game as cards, focusing mainly on the equipment that had been introduced up to Radiant Mythology 3. [...]
Oodate, discussing the care that went into the battle system: The feel of the game changes completely depending on how you define the range of sensitivity to touch input. In this game, if you accidentally make a big mistake, it can be really irritating, so we put a lot of work into balancing the sensitivity to prevent that from happening. We balanced it down to the pixel. Also, tempo. It’s crucial not to mess up the player’s tempo, and we put a lot of focus on that from the outset.
Naoi: The chibi character attack animations are really detailed, so we’d love for people to be able to look at them closely, but we put so much care into the tempo of the battles that players will barely even see it.
Additional information
When asked about recurring characters, the interviewees didn’t give a great deal of information. However, they confirmed that The Dark Wings would make an appearance, likely as in-battle support / curative effects. The developers also eluded to appearances by Agria and Dhaos, saying it would “make the world of Tales of Link too small” if only hero characters made cameos.
When Tales of Link is released, there will be 130 characters available, although it was not clarified whether these were all characters that could be incorporated into the player’s party, or if the count included characters appearing as support items and the like.
When asked, staff admitted that they’re feeling a bit of pressure being handed the reigns to such a storied franchise, particularly since they’re aware that they can’t include enough characters from previous titles to keep all of their fans happy. Still, future updates give them the opportunity to include new characters, or to give deeper back stories to characters already included.
Finally, although there will be a battle colosseum for players to take on a variety of monsters in, the team members did not comment on whether there will be player versus player modes.
Given the history and popularity of the Tales of franchise and the treatment some popular franchises have received when being introduced to smartphones, a bit of wariness on the part of fans is understandable. Given the development team’s apparent commitment to fine-tuning the battle system and paying homage to previous titles, Tales of Link may just shape up to be the kind of JRPG experience smartphone players are looking for when it’s released this spring.