Kenichiro Yuji My Life as a King Interview (1)
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***NOTE: There are some My Life as a King-related spoilers in this section of Q&A***
Kenichiro Yuji, director of My Life as a King (FINAL FANTASY Crystal Chronicles), talks to SQUARE ENIX MEMBERS about the world of My Life as a King and the FINAL FANTASY Crystal Chronicles franchise. This interview can be found on Square Enix Members website, but for those of you whom don’t have an account heres the full questions and answers to part 1 of the interview.
Q. How was it working on a WiiWare title compared to another console title?
Kenichiro Yuji: Development for WiiWare was an experiment in creating a title with a short development cycle and a limited number of staff members. This meant that we went through a lot of trial and error, but the size of our team worked in our favor—we were able to adapt to changes much quicker than a larger team.
Q. Was there anything new and distinct you specifically implemented because this is a WiiWare title?
Kenichiro Yuji: Although WiiWare has strict limits on content volume, and we had a limited development budget, we wanted to make our first foray into this new area of gaming one of our best. In order to do that, we needed to stay focused and not waste resources on anything unrelated to the title’s core gameplay experience.
For example, we needed to do away with the cost- and memory-intensive battle graphics and cut-scenes found in most RPGs. Making the player control the king allowed us to present all in-game battles as text-based reports, containing all the information necessary to experience the game in its fullest.
Q. What was the most difficult part of developing this game?
Kenichiro Yuji: The battle reports needed to be clear and streamlined so that the player could, even at a glance, tell what went on in those battles. We created on many versions of the battle system and report layout until we were satisfied with the result.
Q. Did you decide to create a WiiWare title from the get-go, or did the platform choice come after the game’s concept was already in place?
Kenichiro Yuji: One of our team members read a comment by Nintendo stating that they were considering creating a downloadable games service for the Wii. He wrote several game proposals on a short-cycle project with a small staff, and one of them ended up becoming My Life as a King.
Q. Do the controls make special use of the Wii Remote’s functionality?
Kenichiro Yuji: Everyone has their own style of play, so we didn’t limit the game’s controls to just the Wii Remote. The game supports Wii Remote, Wii Remote + Nunchuk, Classic controller, and the GameCube controller; the player is able to choose whichever control scheme they’re comfortable with. You can summon Chancellor Chime and open the game menu by shaking the Wii Remote, which simulates ringing a hand bell (chime). You can also summon her with the push of a button.
Q. What are some concepts, ideas, and buildings that did not make it into the final version of My Life as a King?
Kenichiro Yuji: There are so many that I don’t know where to start. Personally, I would have most liked to implement a free-play mode, where dungeons were generated randomly every time you started a new game, instead of them being tied to a static storyline and event triggers.
Speaking of the story, we originally had a short epilogue that the player could see after finishing the game, but we removed it as it didn’t really fit the feel of the final game.
There was also a time when we were considering implementing a multiplayer feature using Wi-Fi.
Q. Are there any plans for expansions?
Kenichiro Yuji: Yes, there are. You can download buildings that bring the other races—Lilties, Selkies, and Yukes—into the game, and these new residents can be hired as adventurers as well. There are also extra dungeons to explore, costumes for the king and chancellor, and new structures to build. These are already available for download and accessible from within the game, so please take a look!
We also have plans to release the following add-on content:
* Fresh King: an outgoing and sporty outfit for the king. You can change into it immediately in the castle after acquisition.
* Summer Chime: a bikini that accentuates Chime’s charm in a resort-style bikini. You can change into it immediately in the castle after acquisition.
* Castle Expansion: a new dungeon will be added which unlocks new options in the castle menu, such as those that allow you to change individual adventurer’s names.
* Library: a new dungeon will be added that allows the construction of the Library, which allows adventurers to learn new abilities.
* Infinity Spire: a tough dungeon that allows for infinite challenges.









May 26, 2008 pm31 12:13 am
Its a shame they couldnt of done a bit more with this game, oh well…
From what i hear anyway its pretty good!