Oldies PSO Dreamcast

PSO RETROSPECTIVE
Interviews with key members of Sonic Team from Phantasy Star Online's development on the occasion of the 20th anniversary of PSO.
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Part 2 : Takao Miyoshi, Phantasy Star Online’s director talks Diablo influences, cut features, and Christmas Nights.
The web page from which the original interview is taken can be found here

Miyoshi_interview_4gamer_dec2000.jpgLet’s start by having you explain your role on the team. You were the director of PSO, but that can mean a lot of different things depending on the situation.

Takao Miyoshi:
I did the planning and original concept for the game. [...] I was more of a director and supervised the overall project. At first the planning document was just a single piece of paper, then it expanded from there. If we go back to the very beginning of it all, it goes back to the Sega Saturn. We were trying to make an online game on the Saturn for a long time. That’s when we first started exploring online gaming. At the time, I was working on a game called Burning Rangers. It was initially created as a network-compatible game with four players who go on a rescue mission. But there were network issues that we couldn’t overcome, so it was released as a regular, offline game. That was a game that I had created with online in mind but [in which the online part] didn’t make it past the planning stage.


Wow, Burning Rangers was originally planned as a four-player online game?

There’s a lot of flying around in that game and the maps are very complicated. So for PSO we said, “No flying allowed!” because that made things too complicated. That’s why you can’t leave the ground in PSO.

51137--burning-rangers.pngThis changed for PSO2, obviously.

Yeah, you can jump and fly in PSO2. [But for PSO] we found that it became difficult to navigate your character when they were flying in a 3D space, so we decided it was best to keep the player on the ground.

It’s interesting that you mention jumping because when I spoke with the programming team, we discussed whether jumping was removed to avoid having to transmit too much data back and forth. It seemed like it was for practical reasons but now you’re saying that it was also for spatial reasons.

Yes, [program director Akio] Setsumasa handled all the server-related programming. He’s the one who said definitely no jumping in PSO. I concurred and that’s how we made the game. We had to decide what kind of navigation would be network-friendly. You might notice in PSO, it’s a lot like Diablo, where there are a lot of points that you can warp to. The reason why those points are so deliberately set is because if you’re playing online, there would be enough time between points where data could sync up and everyone playing would be in the same location. There wouldn’t be any lag where one player gets ahead of another player.

We’re approaching two decades since the game’s release, and you were 20 years younger when it came out. Looking back, what is your impression of PSO now?

I was about 30 years old when I created PSO and I quit Sega when I turned 40. I worked on the series — PSO, Phantasy Star Universe, and Phantasy Star Online 2 — almost up until the release of PSO2. So PSO was my life for about a decade. And now it’s been about another decade since leaving the series. Since that time, I’ve been studying and working on different things.

The thing that stands out is that I was so young. If I had known the complexities of creating and running an online game such as PSO, I probably would never have made it the way it turned out. I would have made prudent decisions and figured out how to simplify it. We didn’t really understand what it was going to take, so we took many risks and pushed things through. Consequently, that was probably the right move. The “Word Select System” is a good example. I don’t ever want to make something like that again.

Perhaps the word “recklessness” isn’t the right word, but that sort of risk-taking, where you’re less cautious because you’re young, is probably what allowed you to achieve a lot of what you did.

I’ve become wiser, right. I know that if I do this then that will happen. Which means I’m looking for efficiency and the path of least resistance. I think that leads to making familiar games where the path is clear and the return can be maximized. But at the time, everything was new and we couldn’t foresee anything, so every step we took was uncharted territory. There’s a certain amount of risk in that kind of environment and as you get older, you become risk-averse. When you’re young, you’re not thinking with your head, so you can charge into areas without even recognizing it as a risk. I think there was an element of youthful enthusiasm that pushed the game through.

One person that was not young at the time and supported the team was Isao Okawa, former chairman of CSK and Sega. He even pumped $800 million of his own money into the company at one point to make sure the development teams could continue to make games that only Sega could make. So here was an older executive at the top of the company taking risks, too.

PSO wouldn’t have existed without him. At the time, the No. 1 thing for Sega was how to blow people away by making something new. That was probably the biggest factor.

Yeah, it was a great period. PSO was a pioneering game and this was your first game as a director. How did you navigate through that pressure?

The pressure was intense. This probably won’t make it into the article but this was around the time when North Korea launched a missile over Japan and it landed in the Pacific. I remember thinking that if the missile had landed in Tokyo, it would delay the launch. It would cause such a commotion that we would have to delay the launch, and we would have more time to work on the game. [laughs] That’s how psychotic I was at the time.

Did PSO launch pretty much on time or did it suffer a lot of setbacks?

It didn’t launch as originally planned, but ... it came out in 2000, right? We wanted to release it before the 21st century, so 2001, and I think it came out at the very end of 2000. So, we just made the drop-dead deadline. But it was a forced release. There were still quite a few bugs left in the game.

burning01.jpgObviously, you had gained the confidence of Naka by that time. Why do you think he entrusted you to be the director of PSO?

Put bluntly, while I was the main planner for Burning Rangers, I also did the scheduling and solidifying of the game’s concept design, so I was practically doing the work of a managing director under the title of “main planner.” So, when it came time for PSO, I think they decided to give me the title. [Satoshi] Sakai was in charge of the art design, [Akio] Setsumasa and [Yasuhiro] Takahashi were in charge of the programming, and I was put in charge of the overall project, including planning. Naka was the producer, and basically came up with the overall vision of creating a global sci-fi RPG and handled the business-to-business situations, while I was the one who did all the promotional outreach and behind-the-scenes directorial types of things.



What sort of guidance and input did Naka provide during the development of the game?

Naka was very involved and provided a lot of ideas that were challenging to implement. He would tell me, “We should do this,” or, “We should do that.” Some of his ideas were seemingly impossible, but we would struggle and make them happen, and that’s how PSO became the final game. So I think that it’s thanks to Naka’s impossible orders that we were able to create something unique.

Because Naka began his career as a programmer, do you think that background helped him in coming up with ideas for the game from a producer’s standpoint?

Naka’s concern was not for how hard the work was going to be for the team. His concern was that the ideas were awesome and had to be included in the game so that the game would be great. His philosophy was “you don’t know until you try it,” and ideas didn’t stem from whether it was possible or “hey, this would help make our job easier.” They came from pure enthusiasm: “We’re going to do this, so you’ve gotta go make this happen.” So we’d take those ideas or problems, put our heads together, and figure out solutions. We were creating things that didn’t exist, so we would come up with possible solutions and try to convince him that what we came up with was practical and worked better than his initial ideas.

The process doesn’t sound super fun.

It wasn’t really fun, but it’s the way a genius works. He would never bend on his ideas. Once he had an idea, it was impossible to steer him away.

He was unwavering?

Some people would say that. He was very strict. But, that’s why we were able to accomplish something that wasn’t possible under normal circumstances. I think consequently that’s what made the game fun.

Dragon_official_concept_1-2materials.jpegHow did Sakai’s prior experience and talent affect the outcome of the game?

He was the [visual] designer for the game and established the game’s environment. You’ve interviewed him in the past, so I’m sure you’re aware, but he was the designer of Azel and many of the dragons in Panzer Dragoon Saga. I think PSO benefited from his prior experience, just like with all of us. My prior experience on Burning Rangers and Sonic games, Panzer Dragoon for him, and Setsumasa brought his knowledge of network gaming. It was a combined effort of everyone’s unique experiences.

Was Sakai responsible for the character designs and other areas?

He was in charge of the game’s overall visual design, including character design and style. His specialty is designing monsters and dragons. The dragon in the first big battle of PSO is quite symbolic. That was all Sakai’s work.

sega-panzer-dragoon-for-sega-saturn.jpgFor Panzer Dragoon, he not only did the design for the dragons but also for the dragon ‘morphing’ system. He is an animator and a modeler who could do many things. Was he able to have a similar kind of impact on PSO? Players can change the size and shape of their created characters, for instance — was that idea part of his contribution?

Yes, we utilized his experience from his work on Panzer Dragoon Saga with morphing the dragon, and decided to incorporate that into PSO, primarily because Sakai had the knowhow to do that.

Obviously, Diablo was a big influence on PSO. How much of Diablo did you play yourself?

I played quite a lot. Nobody on our team had worked on an online game, so one of the challenges was getting the team to understand what made online games fun. I had a lot of people play the game, but a lot of them were turned off by the dark fantasy. They would say, “it’s disturbing,” or, “I don’t get why it’s fun.” Trying to unify the team and getting them to understand the direction we wanted to take the game in was very difficult.

Diablo_Coverart.pngDid you have LAN parties, where you played in a controlled environment so that the team could understand the cooperative elements?

We installed Diablo on everyone’s PC in the office and had a closed LAN and spent many days playing together so that the team could learn what network gaming was all about.

Was there a point where you saw people starting to get the appeal, like the satisfaction of seeing a rare item drop, where you felt the team really get into the game?

Some people like Setsumasa stayed around until 10 or 11 p.m. at night after people left the office. He would connect Diablo to the network and play until morning, wake up to work, and then play again. Some of us weren’t going home much at the time. Some people would go home just to bathe, sleep a few hours, come back into the office to work, and then play Diablo at the office. It was mostly in the name of research, though. There are a number of games that we used as inspiration. Diablo was obviously one of them. I had heard that Dragon Quest was inspired by remaking Ultima with a Japanese audience in mind. So our concept was, “Let’s make a Diablo game that would appeal to the Japanese audience.”

With good results. Even though Diablo is a distinctly American game, PSO feels like a very distinctly Japanese game. And yet, it’s not just palatable to Japanese gamers but to everyone.

I think Diablo is an amazing game, but it’s not a game that appeals to Japanese players. Our suspicion was that Japanese gamers would prefer to cooperate and work together to defeat something more than to compete and fight against other players. That’s why we created PSO to be a cooperative role-playing game. Diablo has cooperative elements but it also has PK and an element of killing other player characters. We eliminated those elements and focused on how we could make a fun, cooperative RPG experience. I think that’s the biggest difference between PSO and Diablo.

The single-player in PSO is almost exactly the same as the multiplayer, though when you’re playing alone, it can be tedious because you have to zone out and return to attack before you get surrounded by enemies. When you’re playing multiplayer, that’s when something magical happens, because the cooperative elements make it so much more fair and fun.

We did adjust the difficulty level between characters for single-player and multiplayer, so single-player mode should have been a little easier to play, I think. The number of monsters that appeared was a little smaller, etc. It was our first online game, so we had to make sure that it could be played as a single-player game. But at the same time, we did spend a lot of time developing for the multiplayer experience, so single-player might have come off feeling a little more challenging.

Speaking of the online multiplayer experience, when the Xbox version came out, it was the first version where it was mandatory to be online. This was at a time when being online all the time was still difficult, due to internet speeds, lack of broadband, etc. You had to have Xbox Live even to play the single-player mode. A lot of people didn’t like that because you couldn’t play the single-player mode offline.

I forgot about that. I think it was Microsoft’s request. It was at a time when they wanted to make Xbox Live attractive, so I think they wanted a title that required Xbox Live. Of course, it would have been possible to make the game without requiring the use of Xbox Live. [laughs] But back to the comparison between the single- and multiplayer modes, you’ll recall that there were quests in the game. These quests were made for single-player mode, and the exploration pace and frequency of items dropping were the same as in the multiplayer mode. So I think if a player was exploring and trying to collect rare items alone, that would have been quite challenging. If we had made that aspect of the game easier for the single-player mode, there wouldn’t have been any motivation on the part of the player to play the multiplayer mode. It made playing as a group more exciting and rewarding to be able to go into areas that you couldn’t if you were playing alone. You could play the game alone, but it was better when you played with others. That was the conceptual idea.

Speaking of rare items, do you remember which item was the rarest in the game?

The Spread Needle [was pretty rare]. And this wasn’t necessarily the rarest item but ... Agito was also rare. Every class of items had really good, rare items. I can’t remember which was the rarest, but Agito was my favorite. There was a borderline bug/exploit that was discovered by one of the users where if you used one of these wide-ranging weapons that fired shots in all directions, and changed your weapon to a stronger weapon immediately after you fired the first weapon, it would convert the bullets from the first weapon into the bullets of the stronger weapon. The damage on the enemy was calculated by the weapon being held by the character when the damage was made, so by switching over to a stronger weapon before the damage was calculated, the player could exploit the system to create greater damage.

Wow. That’s a handy tip. Is it true that PSO was initially called Third World?

Third World? Did someone say that?

It’s been mentioned elsewhere; it’s possibly an urban legend.

I don’t think so. Before it was called Phantasy Star Online, it wasn’t a sci-fi game. It was a fantasy adventure RPG. In the beginning, the player had their own island and sailed across the sea to other islands to explore. The player would find other characters and materials on the various islands, and bring them back to their own island to make it bigger and stronger. The player would make weapons with the materials brought back to the island, too. The goal was to expand and build your own island and explore with other players. That’s the kind of role-playing game I had in mind at the beginning.

That sounds almost like Skies of Arcadia. Another thing Setsumasa said was that when you first started developing PSO, the camera perspective was isometric, like in Diablo.

He probably had various ideas in the beginning. Everyone submitted ideas, and we had a variety of ideas. Before we had PSO, the question was how were we going to make an online game and we started with that fantasy online game I mentioned. At the time, there was a manga that was very popular called Hunter X Hunter. It was a popular Japanese comic book. We were inspired by that, and made the characters “hunters” and had them exploring their world, discovering interesting items and making comrades through their adventure. There’s a “hunter’s guild” in PSO, and that’s where that concept stems from. But, regarding the isometric view, we weren’t really thinking of doing that.

You worked at Sonic Team for a long time. Did you work on Nights?

I wasn’t involved with Nights, but there’s a spinoff called Christmas Nights. I made that game.

Christmas Nights is great! It features Sonic the Hedgehog and has tons of content. It was a super piece of fan service.

Technically it was free in Japan, as well. It was a pack-in with the Sega Saturn, but for people who already owned a Sega Saturn, we distributed it for free if they sent us the shipping cost. It was designed as a fan service. We made that in two months.

You should be proud of that.

I wasn’t supposed to make it. I was asked to just create the planning document. So I wrote up a two- or three-page planning doc for Christmas Nights and handed it in, saying, “Please go make this.” And I left to go to the U.K. to make Sonic 3D Blast.

You moved to the U.K.?

No, a dev team called Traveller’s Tales in the UK was making the game, and I went for the last two weeks of development. Up until then, I had been working from Japan, sending documents to the UK, reviewing their work, and sending back feedback. But for crunch time, I flew out there to finish the game.

When I returned to Japan two weeks later, nothing had been done with the planning doc I had written for Christmas Nights, and I was told there was nobody else to work on it. So from the day I returned from the U.K., for two months straight, I basically lived at work making Christmas Nights. It was in the peak of summer, and I was holed up at the office listening to “Jingle Bells.” [laughs]

Sato design concept from the PSO Episodes 1 and 2 Materials CollectionIt’s beautifully done, though. The a cappella version of the theme song is gorgeous. The reason for asking about Nights is that it had the Nightopian A-LIFE system. Sonic Adventure had the Chao system, which grew from that, and PSO has the MAGs. It’s really impressive because that “pet” system grew in complexity over time. In PSO it’s almost like a game in a game, because you have to feed the pet, etc. It’s a lot like a Tamagotchi.

The A-LIFE system was created in Nights, and that system was used to create the Chao in Sonic Adventure, and that knowhow was passed down to PSO. Initially, the plan was to have players take a dragon’s egg, nurture it, and then raise the dragon that hatched from the egg. Sakai was good at designing dragons so we thought that would be cool, but then we realized the sheer number of dragons that we would have to design for the game, and decided it would be impossible. And if the dragon walked with the player and each player had their own dragon, that would mean there would be eight characters on the screen when playing online. It just became technically impossible; we couldn’t have that many polygons on the screen.

I was told that we could only have a small round character floating in the air above the player’s character. And that’s how we came up with the MAG. We had the idea to incorporate something similar to the A-LIFE system into PSO from the beginning, and we had to come up with a system that would work for the game, and the MAG system is where we landed. We could change the shape of the MAG’s body — we could make it bigger or chubbier — but we couldn’t add clothing. So in order to show some evolutionary elements to the MAG, we adjusted the silhouette and added things to the back like wings, and enlarged it as the MAG got stronger.

54111--nights-into-dreams.pngSo you weren’t part of this system’s evolution from Nights?

No, others at Sonic Team made the A-LIFE system, and it was Naka’s idea to incorporate the A-LIFE system into PSO. I wasn’t involved in Nights in the least. The team that worked on Nights was burned out from working on that title, so that’s why I had to come in and make Christmas Nights.

Do you know who came up with the original idea for the A-LIFE system?

I don’t know for sure. If that person is still at Sega, it might be [Takashi] Iizuka, [the original game designer of Nights].

Were there any concerns in PSO about balance issues?

One of the ideas from the early concept stage was to let players enjoy playing the game as different characters. So there was a variety of weapons and MAG types to help a player become a stronger character. We didn’t want to hinder the player’s curiosity of trying different characters or experiencing different play styles within the game by forcing them to invest so much time and effort into one character. One way we thought we could encourage players to play different characters was if they could transfer their MAG.

We also removed the first part, of having to nurture your MAG from birth, and instead let players jump straight into being able to play the game with a completely leveled-up MAG. One of the downsides of online games is that it’s difficult for people of different levels to play together. Again, from the concept stage, we wanted to try to eliminate any barriers that would prevent people from playing together, regardless of your level or ability. I think we were successful in creating this balanced MAG system that allowed us to achieve these things.

Being able to take a fully developed MAG and giving it to a completely new character to not be totally weak, even with a level 1 character at the start of the game, was a great idea. Were there ever any more of the established character classes that were dropped because of time or development reasons?

Not any of the playable character classes, but there were NPCs that were cut. When we decided to use the Phantasy Star lore, there was an enemy character called Rutsu. We were initially planning on including this character. I had envisioned a scenario where there’s a fossil in the lowest level of the game. That fossil is a spaceship with Dark Falz, an enemy character from Phantasy Star, sealed inside. The force that is keeping Dark Falz inside the spaceship is a witch called Rutsu, but her concentration and strength is weakening, and Dark Falz is beginning to break free from her grip. We had discussed all of this, but it was cut from the finished game.

The reason?

We couldn’t get around to implementing the cutscenes and incorporating any more new characters into the game.

The Dreamcast version allowed for the capture of screenshots of the game. This is something that we take for granted now in gaming hardware, but this was yet another pioneering thing that PSO did before anybody else on a console. Why did you attempt it? This was before social media really existed.

There was no social media, but the internet was beginning to filter through to the masses, and people were starting to create their personal homepages. We wanted people to write and talk about PSO on their homepages, right? And we thought it would be more effective if they could take their own screenshots to upload to their website. We figured it would be a useful tool that players would use to talk about PSO on their personal sites. When players took a screenshot, it would be saved onto Sega’s Visual BBS website, and could then be downloaded onto the player’s PC to be used on their website. At the time, it was quite a hassle to try to save console screenshots and save them onto your PC, so we included a tool that would simplify that process for the player.

Other online multiplayer console games like Final Fantasy 11 removed player names from in-game screenshots for privacy reasons. Did you have to do similar things for privacy issues, or was that not a concern yet?

The Visual BBS saved exactly what was on the player’s screen.

Does that feature still work today?

You would have to be connected online, and I’m not sure if it’s accessible overseas. Japanese users were uploading it to the Visual BBS site, so I don’t know if the overseas version retained this feature.

People who read about this might wonder about it now. Did the GameCube version also have this feature?

I think it did. It was a port, so it should have included the same features. The files were quite big, and the GameCube had such a small amount of memory to begin with; the memory card would only have enough room for one save file and one screenshot. So it’s possible that it doesn’t exist on the GameCube version.

psu-1650497069809.jpgThat makes sense. When working on Phantasy Star Universe as the producer, what did you want to retain from PSO, and what did you want to change for PSU?

There were a few things that we couldn’t accomplish in PSO. I mentioned earlier that an early concept was to have the players start on islands and to travel to other islands to discover and explore. Another thing was to have your own room and make your own shop, display items for sale, etc. These were ideas that were dropped early in the planning stages of PSO, but we were able to include [them] in PSU. Also, for PSU we were able to store save data on the online server. And for PSO, we were only able to focus on the gameplay elements of the game, so for PSU, I wanted to focus more on the story elements of the game. Those three points are things that we didn’t do in PSO that we were able to do in PSU.



In hindsight, do you have any idea why PSU wasn’t as universally adored as PSO?

Actually, in terms of number of sales, PSU sold better. Maybe not overseas, but at least in Japan, PSU sold better. We also released a PSP version of PSU, which increased the user base, so I think that was positive. One thing I can think of is that maybe the online multiplayer element wasn’t as appealing. The visual effects of the battles and magic spells became more elaborate, and there was less focus on the strategy aspects for the player. Since there were fewer options for the player in PSO, players had to get creative in their strategies.

Did you work on Phantasy Star Online Episode 3: CARD Revolution?

I didn’t have much to do with it.

Especially after how good the first PSO was, and how high the expectations were for the next game, nobody expected a card battle game, because it’s a very different kind of game. Was there as much disappointment in Japan as there was in the U.S.?

I wasn’t involved with that title, but there were members on the PSO team that wanted to make a card battle game and they wanted to add a PSO spin to it, so they went off and made that game. But I wasn’t involved, so it’s hard for me to comment on that.

It was disappointing because it had the PSO name attached to it. If they had called it something like Rappy’s Card Battle, nobody would have been upset. Probably.

If it was a game I had made, I could respond to the criticism, but there are politics involved when commenting on other people’s work. But I can see how fans of PSO would be disappointed if they were hyped to hear another game was coming out, and then to find out that the new PSO game was a card game.

Smartphones and portable devices are so much stronger than consoles from back then that it seems like Sega could easily put the original PSO on a new device. It’s such a great game and so many people still want to play the original game ... people still run private Blue Burst servers. Would you like to see PSO released on something modern?

Sure, I think it would be nice to see PSO on a modern device. It’s Sega’s property, so it’s not something I can comment on with any kind of authority. But I think PSO was a good game, so I don’t see why not.

In your opinion, what’s the best version of PSO to play? Blue Burst?

Yeah, Blue Burst.

It’s impossible to find now.

Well, you can’t play that version anyway, because the servers are down. If you want to play the normal version, probably the GameCube version, then. There are probably fan-made servers, so the Dreamcast version might still be playable.

Blue Burst can’t be played offline, right?

No. You can only play online. If Sega will hire me, I’ll make another version. [laughs]

Here’s another thing. It seems like PSO would be the easiest merchandising opportunity. MAG merch, blind boxes, you name it.

How about a Kickstarter campaign? We could probably do it with about 100 million yen [approximately $1 million].

Sega PR: How about running the online side?

We’ll keep it to a minimum. Just keep the servers running. [laughs]

Is there anything you would like to say to the fans?

I feel very grateful to be interviewed for a game that was released 20 years ago. I don’t think I would have been interviewed if it was a boring game, so I’m glad I was able to create a game that has left a lasting impression on the players. I feel proud, and I’ll try to feel proud about releasing Christmas Nights, too.

 
PSO RETROSPECTIVE
Interviews with key members of Sonic Team from Phantasy Star Online's development on the occasion of the 20th anniversary of PSO.
_______________________________________________________________________________________________​

Part 2 : Takao Miyoshi, Phantasy Star Online’s director talks Diablo influences, cut features, and Christmas Nights.
The web page from which the original interview is taken can be found here

View attachment 22475Let’s start by having you explain your role on the team. You were the director of PSO, but that can mean a lot of different things depending on the situation.

Takao Miyoshi:
I did the planning and original concept for the game. [...] I was more of a director and supervised the overall project. At first the planning document was just a single piece of paper, then it expanded from there. If we go back to the very beginning of it all, it goes back to the Sega Saturn. We were trying to make an online game on the Saturn for a long time. That’s when we first started exploring online gaming. At the time, I was working on a game called Burning Rangers. It was initially created as a network-compatible game with four players who go on a rescue mission. But there were network issues that we couldn’t overcome, so it was released as a regular, offline game. That was a game that I had created with online in mind but [in which the online part] didn’t make it past the planning stage.


Wow, Burning Rangers was originally planned as a four-player online game?

There’s a lot of flying around in that game and the maps are very complicated. So for PSO we said, “No flying allowed!” because that made things too complicated. That’s why you can’t leave the ground in PSO.

View attachment 22476This changed for PSO2, obviously.

Yeah, you can jump and fly in PSO2. [But for PSO] we found that it became difficult to navigate your character when they were flying in a 3D space, so we decided it was best to keep the player on the ground.

It’s interesting that you mention jumping because when I spoke with the programming team, we discussed whether jumping was removed to avoid having to transmit too much data back and forth. It seemed like it was for practical reasons but now you’re saying that it was also for spatial reasons.

Yes, [program director Akio] Setsumasa handled all the server-related programming. He’s the one who said definitely no jumping in PSO. I concurred and that’s how we made the game. We had to decide what kind of navigation would be network-friendly. You might notice in PSO, it’s a lot like Diablo, where there are a lot of points that you can warp to. The reason why those points are so deliberately set is because if you’re playing online, there would be enough time between points where data could sync up and everyone playing would be in the same location. There wouldn’t be any lag where one player gets ahead of another player.

We’re approaching two decades since the game’s release, and you were 20 years younger when it came out. Looking back, what is your impression of PSO now?

I was about 30 years old when I created PSO and I quit Sega when I turned 40. I worked on the series — PSO, Phantasy Star Universe, and Phantasy Star Online 2 — almost up until the release of PSO2. So PSO was my life for about a decade. And now it’s been about another decade since leaving the series. Since that time, I’ve been studying and working on different things.

The thing that stands out is that I was so young. If I had known the complexities of creating and running an online game such as PSO, I probably would never have made it the way it turned out. I would have made prudent decisions and figured out how to simplify it. We didn’t really understand what it was going to take, so we took many risks and pushed things through. Consequently, that was probably the right move. The “Word Select System” is a good example. I don’t ever want to make something like that again.

Perhaps the word “recklessness” isn’t the right word, but that sort of risk-taking, where you’re less cautious because you’re young, is probably what allowed you to achieve a lot of what you did.

I’ve become wiser, right. I know that if I do this then that will happen. Which means I’m looking for efficiency and the path of least resistance. I think that leads to making familiar games where the path is clear and the return can be maximized. But at the time, everything was new and we couldn’t foresee anything, so every step we took was uncharted territory. There’s a certain amount of risk in that kind of environment and as you get older, you become risk-averse. When you’re young, you’re not thinking with your head, so you can charge into areas without even recognizing it as a risk. I think there was an element of youthful enthusiasm that pushed the game through.

One person that was not young at the time and supported the team was Isao Okawa, former chairman of CSK and Sega. He even pumped $800 million of his own money into the company at one point to make sure the development teams could continue to make games that only Sega could make. So here was an older executive at the top of the company taking risks, too.

PSO wouldn’t have existed without him. At the time, the No. 1 thing for Sega was how to blow people away by making something new. That was probably the biggest factor.

Yeah, it was a great period. PSO was a pioneering game and this was your first game as a director. How did you navigate through that pressure?

The pressure was intense. This probably won’t make it into the article but this was around the time when North Korea launched a missile over Japan and it landed in the Pacific. I remember thinking that if the missile had landed in Tokyo, it would delay the launch. It would cause such a commotion that we would have to delay the launch, and we would have more time to work on the game. [laughs] That’s how psychotic I was at the time.

Did PSO launch pretty much on time or did it suffer a lot of setbacks?

It didn’t launch as originally planned, but ... it came out in 2000, right? We wanted to release it before the 21st century, so 2001, and I think it came out at the very end of 2000. So, we just made the drop-dead deadline. But it was a forced release. There were still quite a few bugs left in the game.

View attachment 22472Obviously, you had gained the confidence of Naka by that time. Why do you think he entrusted you to be the director of PSO?

Put bluntly, while I was the main planner for Burning Rangers, I also did the scheduling and solidifying of the game’s concept design, so I was practically doing the work of a managing director under the title of “main planner.” So, when it came time for PSO, I think they decided to give me the title. [Satoshi] Sakai was in charge of the art design, [Akio] Setsumasa and [Yasuhiro] Takahashi were in charge of the programming, and I was put in charge of the overall project, including planning. Naka was the producer, and basically came up with the overall vision of creating a global sci-fi RPG and handled the business-to-business situations, while I was the one who did all the promotional outreach and behind-the-scenes directorial types of things.



What sort of guidance and input did Naka provide during the development of the game?

Naka was very involved and provided a lot of ideas that were challenging to implement. He would tell me, “We should do this,” or, “We should do that.” Some of his ideas were seemingly impossible, but we would struggle and make them happen, and that’s how PSO became the final game. So I think that it’s thanks to Naka’s impossible orders that we were able to create something unique.

Because Naka began his career as a programmer, do you think that background helped him in coming up with ideas for the game from a producer’s standpoint?

Naka’s concern was not for how hard the work was going to be for the team. His concern was that the ideas were awesome and had to be included in the game so that the game would be great. His philosophy was “you don’t know until you try it,” and ideas didn’t stem from whether it was possible or “hey, this would help make our job easier.” They came from pure enthusiasm: “We’re going to do this, so you’ve gotta go make this happen.” So we’d take those ideas or problems, put our heads together, and figure out solutions. We were creating things that didn’t exist, so we would come up with possible solutions and try to convince him that what we came up with was practical and worked better than his initial ideas.

The process doesn’t sound super fun.

It wasn’t really fun, but it’s the way a genius works. He would never bend on his ideas. Once he had an idea, it was impossible to steer him away.

He was unwavering?

Some people would say that. He was very strict. But, that’s why we were able to accomplish something that wasn’t possible under normal circumstances. I think consequently that’s what made the game fun.

View attachment 22474How did Sakai’s prior experience and talent affect the outcome of the game?

He was the [visual] designer for the game and established the game’s environment. You’ve interviewed him in the past, so I’m sure you’re aware, but he was the designer of Azel and many of the dragons in Panzer Dragoon Saga. I think PSO benefited from his prior experience, just like with all of us. My prior experience on Burning Rangers and Sonic games, Panzer Dragoon for him, and Setsumasa brought his knowledge of network gaming. It was a combined effort of everyone’s unique experiences.

Was Sakai responsible for the character designs and other areas?

He was in charge of the game’s overall visual design, including character design and style. His specialty is designing monsters and dragons. The dragon in the first big battle of PSO is quite symbolic. That was all Sakai’s work.

View attachment 22477For Panzer Dragoon, he not only did the design for the dragons but also for the dragon ‘morphing’ system. He is an animator and a modeler who could do many things. Was he able to have a similar kind of impact on PSO? Players can change the size and shape of their created characters, for instance — was that idea part of his contribution?

Yes, we utilized his experience from his work on Panzer Dragoon Saga with morphing the dragon, and decided to incorporate that into PSO, primarily because Sakai had the knowhow to do that.

Obviously, Diablo was a big influence on PSO. How much of Diablo did you play yourself?

I played quite a lot. Nobody on our team had worked on an online game, so one of the challenges was getting the team to understand what made online games fun. I had a lot of people play the game, but a lot of them were turned off by the dark fantasy. They would say, “it’s disturbing,” or, “I don’t get why it’s fun.” Trying to unify the team and getting them to understand the direction we wanted to take the game in was very difficult.

View attachment 22478Did you have LAN parties, where you played in a controlled environment so that the team could understand the cooperative elements?

We installed Diablo on everyone’s PC in the office and had a closed LAN and spent many days playing together so that the team could learn what network gaming was all about.

Was there a point where you saw people starting to get the appeal, like the satisfaction of seeing a rare item drop, where you felt the team really get into the game?

Some people like Setsumasa stayed around until 10 or 11 p.m. at night after people left the office. He would connect Diablo to the network and play until morning, wake up to work, and then play again. Some of us weren’t going home much at the time. Some people would go home just to bathe, sleep a few hours, come back into the office to work, and then play Diablo at the office. It was mostly in the name of research, though. There are a number of games that we used as inspiration. Diablo was obviously one of them. I had heard that Dragon Quest was inspired by remaking Ultima with a Japanese audience in mind. So our concept was, “Let’s make a Diablo game that would appeal to the Japanese audience.”

With good results. Even though Diablo is a distinctly American game, PSO feels like a very distinctly Japanese game. And yet, it’s not just palatable to Japanese gamers but to everyone.

I think Diablo is an amazing game, but it’s not a game that appeals to Japanese players. Our suspicion was that Japanese gamers would prefer to cooperate and work together to defeat something more than to compete and fight against other players. That’s why we created PSO to be a cooperative role-playing game. Diablo has cooperative elements but it also has PK and an element of killing other player characters. We eliminated those elements and focused on how we could make a fun, cooperative RPG experience. I think that’s the biggest difference between PSO and Diablo.

The single-player in PSO is almost exactly the same as the multiplayer, though when you’re playing alone, it can be tedious because you have to zone out and return to attack before you get surrounded by enemies. When you’re playing multiplayer, that’s when something magical happens, because the cooperative elements make it so much more fair and fun.

We did adjust the difficulty level between characters for single-player and multiplayer, so single-player mode should have been a little easier to play, I think. The number of monsters that appeared was a little smaller, etc. It was our first online game, so we had to make sure that it could be played as a single-player game. But at the same time, we did spend a lot of time developing for the multiplayer experience, so single-player might have come off feeling a little more challenging.

Speaking of the online multiplayer experience, when the Xbox version came out, it was the first version where it was mandatory to be online. This was at a time when being online all the time was still difficult, due to internet speeds, lack of broadband, etc. You had to have Xbox Live even to play the single-player mode. A lot of people didn’t like that because you couldn’t play the single-player mode offline.

I forgot about that. I think it was Microsoft’s request. It was at a time when they wanted to make Xbox Live attractive, so I think they wanted a title that required Xbox Live. Of course, it would have been possible to make the game without requiring the use of Xbox Live. [laughs] But back to the comparison between the single- and multiplayer modes, you’ll recall that there were quests in the game. These quests were made for single-player mode, and the exploration pace and frequency of items dropping were the same as in the multiplayer mode. So I think if a player was exploring and trying to collect rare items alone, that would have been quite challenging. If we had made that aspect of the game easier for the single-player mode, there wouldn’t have been any motivation on the part of the player to play the multiplayer mode. It made playing as a group more exciting and rewarding to be able to go into areas that you couldn’t if you were playing alone. You could play the game alone, but it was better when you played with others. That was the conceptual idea.

Speaking of rare items, do you remember which item was the rarest in the game?

The Spread Needle [was pretty rare]. And this wasn’t necessarily the rarest item but ... Agito was also rare. Every class of items had really good, rare items. I can’t remember which was the rarest, but Agito was my favorite. There was a borderline bug/exploit that was discovered by one of the users where if you used one of these wide-ranging weapons that fired shots in all directions, and changed your weapon to a stronger weapon immediately after you fired the first weapon, it would convert the bullets from the first weapon into the bullets of the stronger weapon. The damage on the enemy was calculated by the weapon being held by the character when the damage was made, so by switching over to a stronger weapon before the damage was calculated, the player could exploit the system to create greater damage.

Wow. That’s a handy tip. Is it true that PSO was initially called Third World?

Third World? Did someone say that?

It’s been mentioned elsewhere; it’s possibly an urban legend.

I don’t think so. Before it was called Phantasy Star Online, it wasn’t a sci-fi game. It was a fantasy adventure RPG. In the beginning, the player had their own island and sailed across the sea to other islands to explore. The player would find other characters and materials on the various islands, and bring them back to their own island to make it bigger and stronger. The player would make weapons with the materials brought back to the island, too. The goal was to expand and build your own island and explore with other players. That’s the kind of role-playing game I had in mind at the beginning.

That sounds almost like Skies of Arcadia. Another thing Setsumasa said was that when you first started developing PSO, the camera perspective was isometric, like in Diablo.

He probably had various ideas in the beginning. Everyone submitted ideas, and we had a variety of ideas. Before we had PSO, the question was how were we going to make an online game and we started with that fantasy online game I mentioned. At the time, there was a manga that was very popular called Hunter X Hunter. It was a popular Japanese comic book. We were inspired by that, and made the characters “hunters” and had them exploring their world, discovering interesting items and making comrades through their adventure. There’s a “hunter’s guild” in PSO, and that’s where that concept stems from. But, regarding the isometric view, we weren’t really thinking of doing that.

You worked at Sonic Team for a long time. Did you work on Nights?

I wasn’t involved with Nights, but there’s a spinoff called Christmas Nights. I made that game.

Christmas Nights is great! It features Sonic the Hedgehog and has tons of content. It was a super piece of fan service.

Technically it was free in Japan, as well. It was a pack-in with the Sega Saturn, but for people who already owned a Sega Saturn, we distributed it for free if they sent us the shipping cost. It was designed as a fan service. We made that in two months.

You should be proud of that.

I wasn’t supposed to make it. I was asked to just create the planning document. So I wrote up a two- or three-page planning doc for Christmas Nights and handed it in, saying, “Please go make this.” And I left to go to the U.K. to make Sonic 3D Blast.

You moved to the U.K.?

No, a dev team called Traveller’s Tales in the UK was making the game, and I went for the last two weeks of development. Up until then, I had been working from Japan, sending documents to the UK, reviewing their work, and sending back feedback. But for crunch time, I flew out there to finish the game.

When I returned to Japan two weeks later, nothing had been done with the planning doc I had written for Christmas Nights, and I was told there was nobody else to work on it. So from the day I returned from the U.K., for two months straight, I basically lived at work making Christmas Nights. It was in the peak of summer, and I was holed up at the office listening to “Jingle Bells.” [laughs]

View attachment 22473It’s beautifully done, though. The a cappella version of the theme song is gorgeous. The reason for asking about Nights is that it had the Nightopian A-LIFE system. Sonic Adventure had the Chao system, which grew from that, and PSO has the MAGs. It’s really impressive because that “pet” system grew in complexity over time. In PSO it’s almost like a game in a game, because you have to feed the pet, etc. It’s a lot like a Tamagotchi.

The A-LIFE system was created in Nights, and that system was used to create the Chao in Sonic Adventure, and that knowhow was passed down to PSO. Initially, the plan was to have players take a dragon’s egg, nurture it, and then raise the dragon that hatched from the egg. Sakai was good at designing dragons so we thought that would be cool, but then we realized the sheer number of dragons that we would have to design for the game, and decided it would be impossible. And if the dragon walked with the player and each player had their own dragon, that would mean there would be eight characters on the screen when playing online. It just became technically impossible; we couldn’t have that many polygons on the screen.

I was told that we could only have a small round character floating in the air above the player’s character. And that’s how we came up with the MAG. We had the idea to incorporate something similar to the A-LIFE system into PSO from the beginning, and we had to come up with a system that would work for the game, and the MAG system is where we landed. We could change the shape of the MAG’s body — we could make it bigger or chubbier — but we couldn’t add clothing. So in order to show some evolutionary elements to the MAG, we adjusted the silhouette and added things to the back like wings, and enlarged it as the MAG got stronger.

View attachment 22479So you weren’t part of this system’s evolution from Nights?

No, others at Sonic Team made the A-LIFE system, and it was Naka’s idea to incorporate the A-LIFE system into PSO. I wasn’t involved in Nights in the least. The team that worked on Nights was burned out from working on that title, so that’s why I had to come in and make Christmas Nights.

Do you know who came up with the original idea for the A-LIFE system?

I don’t know for sure. If that person is still at Sega, it might be [Takashi] Iizuka, [the original game designer of Nights].

Were there any concerns in PSO about balance issues?

One of the ideas from the early concept stage was to let players enjoy playing the game as different characters. So there was a variety of weapons and MAG types to help a player become a stronger character. We didn’t want to hinder the player’s curiosity of trying different characters or experiencing different play styles within the game by forcing them to invest so much time and effort into one character. One way we thought we could encourage players to play different characters was if they could transfer their MAG.

We also removed the first part, of having to nurture your MAG from birth, and instead let players jump straight into being able to play the game with a completely leveled-up MAG. One of the downsides of online games is that it’s difficult for people of different levels to play together. Again, from the concept stage, we wanted to try to eliminate any barriers that would prevent people from playing together, regardless of your level or ability. I think we were successful in creating this balanced MAG system that allowed us to achieve these things.

Being able to take a fully developed MAG and giving it to a completely new character to not be totally weak, even with a level 1 character at the start of the game, was a great idea. Were there ever any more of the established character classes that were dropped because of time or development reasons?

Not any of the playable character classes, but there were NPCs that were cut. When we decided to use the Phantasy Star lore, there was an enemy character called Rutsu. We were initially planning on including this character. I had envisioned a scenario where there’s a fossil in the lowest level of the game. That fossil is a spaceship with Dark Falz, an enemy character from Phantasy Star, sealed inside. The force that is keeping Dark Falz inside the spaceship is a witch called Rutsu, but her concentration and strength is weakening, and Dark Falz is beginning to break free from her grip. We had discussed all of this, but it was cut from the finished game.

The reason?

We couldn’t get around to implementing the cutscenes and incorporating any more new characters into the game.

The Dreamcast version allowed for the capture of screenshots of the game. This is something that we take for granted now in gaming hardware, but this was yet another pioneering thing that PSO did before anybody else on a console. Why did you attempt it? This was before social media really existed.

There was no social media, but the internet was beginning to filter through to the masses, and people were starting to create their personal homepages. We wanted people to write and talk about PSO on their homepages, right? And we thought it would be more effective if they could take their own screenshots to upload to their website. We figured it would be a useful tool that players would use to talk about PSO on their personal sites. When players took a screenshot, it would be saved onto Sega’s Visual BBS website, and could then be downloaded onto the player’s PC to be used on their website. At the time, it was quite a hassle to try to save console screenshots and save them onto your PC, so we included a tool that would simplify that process for the player.

Other online multiplayer console games like Final Fantasy 11 removed player names from in-game screenshots for privacy reasons. Did you have to do similar things for privacy issues, or was that not a concern yet?

The Visual BBS saved exactly what was on the player’s screen.

Does that feature still work today?

You would have to be connected online, and I’m not sure if it’s accessible overseas. Japanese users were uploading it to the Visual BBS site, so I don’t know if the overseas version retained this feature.

People who read about this might wonder about it now. Did the GameCube version also have this feature?

I think it did. It was a port, so it should have included the same features. The files were quite big, and the GameCube had such a small amount of memory to begin with; the memory card would only have enough room for one save file and one screenshot. So it’s possible that it doesn’t exist on the GameCube version.

View attachment 22480That makes sense. When working on Phantasy Star Universe as the producer, what did you want to retain from PSO, and what did you want to change for PSU?

There were a few things that we couldn’t accomplish in PSO. I mentioned earlier that an early concept was to have the players start on islands and to travel to other islands to discover and explore. Another thing was to have your own room and make your own shop, display items for sale, etc. These were ideas that were dropped early in the planning stages of PSO, but we were able to include [them] in PSU. Also, for PSU we were able to store save data on the online server. And for PSO, we were only able to focus on the gameplay elements of the game, so for PSU, I wanted to focus more on the story elements of the game. Those three points are things that we didn’t do in PSO that we were able to do in PSU.



In hindsight, do you have any idea why PSU wasn’t as universally adored as PSO?

Actually, in terms of number of sales, PSU sold better. Maybe not overseas, but at least in Japan, PSU sold better. We also released a PSP version of PSU, which increased the user base, so I think that was positive. One thing I can think of is that maybe the online multiplayer element wasn’t as appealing. The visual effects of the battles and magic spells became more elaborate, and there was less focus on the strategy aspects for the player. Since there were fewer options for the player in PSO, players had to get creative in their strategies.

Did you work on Phantasy Star Online Episode 3: CARD Revolution?

I didn’t have much to do with it.

Especially after how good the first PSO was, and how high the expectations were for the next game, nobody expected a card battle game, because it’s a very different kind of game. Was there as much disappointment in Japan as there was in the U.S.?

I wasn’t involved with that title, but there were members on the PSO team that wanted to make a card battle game and they wanted to add a PSO spin to it, so they went off and made that game. But I wasn’t involved, so it’s hard for me to comment on that.

It was disappointing because it had the PSO name attached to it. If they had called it something like Rappy’s Card Battle, nobody would have been upset. Probably.

If it was a game I had made, I could respond to the criticism, but there are politics involved when commenting on other people’s work. But I can see how fans of PSO would be disappointed if they were hyped to hear another game was coming out, and then to find out that the new PSO game was a card game.

Smartphones and portable devices are so much stronger than consoles from back then that it seems like Sega could easily put the original PSO on a new device. It’s such a great game and so many people still want to play the original game ... people still run private Blue Burst servers. Would you like to see PSO released on something modern?

Sure, I think it would be nice to see PSO on a modern device. It’s Sega’s property, so it’s not something I can comment on with any kind of authority. But I think PSO was a good game, so I don’t see why not.

In your opinion, what’s the best version of PSO to play? Blue Burst?

Yeah, Blue Burst.

It’s impossible to find now.

Well, you can’t play that version anyway, because the servers are down. If you want to play the normal version, probably the GameCube version, then. There are probably fan-made servers, so the Dreamcast version might still be playable.

Blue Burst can’t be played offline, right?

No. You can only play online. If Sega will hire me, I’ll make another version. [laughs]

Here’s another thing. It seems like PSO would be the easiest merchandising opportunity. MAG merch, blind boxes, you name it.

How about a Kickstarter campaign? We could probably do it with about 100 million yen [approximately $1 million].

Sega PR: How about running the online side?

We’ll keep it to a minimum. Just keep the servers running. [laughs]

Is there anything you would like to say to the fans?

I feel very grateful to be interviewed for a game that was released 20 years ago. I don’t think I would have been interviewed if it was a boring game, so I’m glad I was able to create a game that has left a lasting impression on the players. I feel proud, and I’ll try to feel proud about releasing Christmas Nights, too.

LOTS to read with a Smile~!
 
PSO RETROSPECTIVE
Interviews with key members of Sonic Team from Phantasy Star Online's development on the occasion of the 20th anniversary of PSO.​
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Part 3 : Hideaki Kobayashi, composer & sound designer
The web page from which the original interview is taken can be found here

Hideaki-Kobayashi.jpegCan you please explain your role on the PSO team? I know you were responsible for the theme songs, but were you responsible for all the sound in the game?

There was a sound director who decided the overall mood of the game. Originally, I worked under him to create various sounds and pieces of music. There was another creator on the team who I worked with to create the background music and sound effects. I came up with the sounds that I felt fit well in the sci-fi environment that PSO was going to be set in.



Were you a member of the Wave Master team [an audio group at Sega] at the time?

It’s a little complicated. At first I was at Sega Enterprises. In the early 2000s, I switched over to Wave Master, and that’s where all the sound creators were. Wave Master still exists today, but at one point all the creators moved back to Sega, and now we all work at Sega Games.

How long would you say you were at Wave Master?

I’d need to look it up. I was there for a few years.

You were a part of Wave Master during the development of PSO?

For the first PSO title, I was working under Sega Enterprises.

Was Wave Master always a publishing label, too?

Initially, they were a label and also did sound production. I worked for Wave Master during the development of Phantasy Star Online Episode 3: CARD Revolution.

Wave Master published their own game at one point, right?

Yes, they did. It was called Roommania #203.

How did you get assigned to the PSO project and become the soundtrack composer?

The reason why I was chosen probably had to do with the timing of the project, and the sound director at the time must have thought I would be a good fit. In addition to that, though, there was also the fact that I personally really liked the original Phantasy Star. I learned how to play the [Yamaha] Electone, an electric organ, in middle school and created my own arrangements of the music of Phantasy Star. That’s how much I like the game, and it’s one reason why I got into Sega in the first place.

One day, my boss came around to my desk asking if I knew about Phantasy Star. I’m like, “Of course!” To which my boss responded, “We’re making a game in the Phantasy Star universe. Would you be interested in giving it a shot?” And I told him “yes” on the spot. So, that was how I got the position. I was still a rookie, only about two years since joining Sega, so the team probably didn’t know anything about me. I can only guess that their response to having me was probably like, “Well, let’s give this guy a shot.” That was the first time I made a demo tape for a theme song and the music for the first few stages. Fortunately, those pieces I wrote matched well with what the development team had created, and they approved my work. That’s, I think, when the development team accepted me and I was able to be involved with the full project.

Phantasy Star Online is coming up on its 20th anniversary. This was one of your early projects, looking back, but how do you reflect on the development of the game at this point?

I joined the Phantasy Star Online franchise in the year 2000 with PSO and have been involved with almost every version of the game since, for 20 years. It’s become my life’s work, really. At the same time, 20 years has gone by in a blink of an eye, from my point of view. Right now [at the time of this interview in 2019], we’re working on Phantasy Star Online 2. We’ve been working on this title for over five years. It really feels like the years flew past.

Were you involved with Phantasy Star Nova on PlayStation Vita?

I wasn’t involved with Nova directly, no.

Because it was developed by TriAce?

Yes.

What are your favorite musicians or influences?

That’s difficult. In regards to BGM, when I was in college I was in a jazz band. It was big band jazz. I was heavily influenced by that style. After that, I went to a music school for two years. It was the late 1990s and I was exposed to fusion music ... Brecker Brothers. But Chick Corea, also. Also, French composer Michel Legrand, who passed away recently.

That’s interesting, because PSO has a very synthesized feel, and that felt like a deliberate choice for the sci-fi element. Some of the music is kind of trippy, like an acid trip, because the sounds were modulated a lot. What were your goals while making the music?

[laughs] Yeah, I started with, “What kind of music would fit the PSO world?” I thought that ambient music would work. I really wanted to use ambient music, especially in the scenes that weren’t battle scenes. For the battle scenes, I added more rhythm and beats with more melodic songs. The way the music changes is a little unique in PSO. The music is seamless between the battles and non-battle scenes. Maybe that transition comes off as sounding a little trippy.

If you were to reflect on your body of work from PSO to Blue Burst and Phantasy Star Universe and PSO2, what would you say are the common elements across your work?

I think the element that unites the PSO games is that they’re sci-fi. I wanted to really embrace that and reflect the sci-fi element in the music. Other than that, there really isn’t a theme that [unites the music in the game]. I wanted to maintain the structure of music that I originally composed for PSO, which I think has become the “color” or essence of PSO music. Other than that, it’s music that I like and fits my style.

Can you talk about what yo0131357-1024x680.jpgur favorite equipment is?

I like to play trombone, and that’s what I used in the big band group back in the day. My favorite hardware synthesizer is the Roland JV-2080. It was a famous synthesiser at the time, and all the Phantasy Star Online songs were created on the Roland JV-2080. Nowadays, all the synthesizers are on the computer in the form of software, so we stopped using hardware for music composition, but the PSO sound was possible because of that Roland hardware.

So none of the PSO music was composed on the trombone?

Nope.

You also used an orchestra. In the credits, there’s the orchestra producer and arranger, who rearranged your original music. Can you describe how they were involved?

I asked someone else to work on the orchestra pieces. Originally, I composed the theme song and orchestra songs, and then had someone else arrange them for the orchestra. But the songs I composed were also used in the first level, so there’s a little bit of both, my compositions and orchestral arrangements.

Can you tell us why you decided to have orchestral arrangements in the game?

Honestly, I can’t remember. I think it was the sound director who wanted the opening music to be an orchestral piece.

Have you collaborated with lyricists and vocal artists frequently?

I haven’t written too many songs with lyrics. Traditionally speaking, the opening theme songs have had lyrics, but not so much within the game. That has changed for PSO2, which has a few songs within the game that have lyrics.

How do you collaborate with the lyricists and vocalist when you work with them?

I usually meet with the lyricist, and provide direction and information about what I have in mind. I only meet with the vocalist at the recording sessions. I’ve usually provided them with the demo tapes in advance, and then give them direction as we record.

Is the vocalist also the lyricist?

No, they’re different people.

We’ve spoken with other members of the team about the technical challenges of PSO. Can you talk about some of the challenges of writing music for the Dreamcast, if any, for this game?

Where should I start ... I mentioned earlier that the PSO sounds were a little different. To elaborate on that, the music data exists as one stream with a bunch of short pieces that are connected together. Each melody is constructed in four measures. Those four-measure pieces are connected together in-game, according to the gameplay. So, if an enemy appears on screen, the music shifts to play the pieces associated with that enemy, or when you’re in combat.

We were able to implement all that using the CRI [CSK Research Institute] sound libraries — you might have seen the ADX logo in the game. That’s all related to the sound. What the programmer had to do was insert the specific numbers, like 3.76 seconds, for example. And, every 3.76 seconds, a new melody would play. All of that programming to match the gameplay had to be done from scratch, and that was a very difficult process. What ended up being a failure for the project was that there wasn’t enough memory available on Dreamcast for the number of sound effects being played at the same time.

We chose direct streaming to play back the sound of the game, but we didn’t realize just how much data there was going to be at the end. We decided that the game was going to have a continuous stream of music, but what ended up happening was that it used so much of the Dreamcast’s hardware resources that we encountered a lot of crashes related to that. The phenomenon even gained a reputation as “The Crasher” because of how often this would crash the game. That was definitely a failure in our approach to that. For the GameCube version that came along later, we changed the system so that the game would run within the memory allocation of that hardware, and the music would be read from the hardware.

Does that mean the system was constantly reading off of the Dreamcast GD-ROM?

Yes, so when streaming the music from the disc, there were some sound effects that didn’t fit in the memory, so we had to also stream those effects from the disc. There were parts of the game that used an influx of those particular sound effects and caused the game to crash.

The GameCube had more onboard RAM, so were you able to load most of the sound effects directly into the memory?

Yes, the GameCube sound memory was bigger. I think we were able to load all the sounds into the GameCube memory.

So when making the version for Xbox — which came with a hard drive — was that a huge resource for storing the sound effects and the soundtrack?

I think all the sounds fit into the memory for the Xbox, as well, but I don’t think the sounds were installed onto the hard drive.

Nobody used that hard drive. Can you remember the first track you composed as a test for PSO?

[It was] the boss track that plays in the first level with the dragon, and the title screen background music.

Which one is the song that got the orchestral treatment?

The theme song, and there were a few tracks where some sections of the song used non-synthesizer instruments, particularly the strings sections. The Vol Opt boss fight was partly orchestrated. There were various other songs that also had strings layered throughout the tracks. And the last boss, Dark Falz, was another track that had strings layered into the track.

So, those are real string instruments.

Yes, that’s correct.

When you were composing the soundtrack for PSO, were you aware of or trying to avoid being influenced by any other RPGs or action RPGs?

I think so. Yes.
Zuntata Taito.pngIn hindsight, are there any game music composers that you admire?

Taito’s sound team. I love Zuntata. I actually wanted to work there and applied for a job position at Taito, but didn’t get the job. But I got accepted to Sega so, you know, no regrets. I wanted to work for Sega, as well.

Nobuo Uematsu does live performances of his compositions. Have you done live concerts with the PSO soundtrack?

We’ve had three PSO concerts. But they were all concerts after the release of PSO2, so it was mostly music from PSO2. I think the first or second performance had a medley of the PSO songs. I didn’t perform [at the concerts] myself, though.


Are these concerts that were organized by Sega?

Yes. There have also been small gaming events where I was asked to perform the theme song to PSO. For these events, I hired a vocalist to do the vocals and I performed on the keyboard.

That’s really fun to hear. Were these official events?

These were events organized by Sega. Every once in a while, Sega organized small events for consumers where they could come and compete onstage. The winner won prizes, etc. We decided to do a mini-live concert at one of these events.

With the 20th anniversary coming up, maybe it’s time for a big celebration? How about at the Budokan? Maybe Tokyo Dome?

[laughs] That would be awesome.

PSOOST_CD_JP_Box_Front.jpgOf all the soundtracks, which one is your favorite?

It’s a hard question. I like all of them. I especially like the first two. The first album was recorded on a “CD extra”; it was a CD that could store data. But once you stored data on it, the remaining storage capacity couldn’t hold the rest of the tracks. CDs fit about 74 minutes of music. But it could only store about 45 minutes of music, not enough to fit all of PSO’s tracks. That’s why I wanted to release [the second] CD. But, if I recall correctly, it took awhile before we were able to release the second CD. I was pleased when we were finally able to release it with the remaining tracks.

What was on the CD-Extra?

It had additional content, like screenshots, that took up space on the CD and prevented us from including all the music from the game. For the second release, I wanted to make sure all the music was included, so we released it as a two-disc album.

Working at Sega has allowed you to see multiple albums’ worth of music released on CD. How do you feel about that?

I’m quite happy that my music has been released on CD. Sega probably wasn’t sure how many would sell, so we tried including screenshots and “extra” material to make the product more appealing. They’ve released a soundtrack CD for every game released, and I’ve strived to write music that would make people want to buy the soundtrack, so I’m happy that I’ve been able to accomplish that.

If you were recording your own music, a solo album, outside of gaming, what kind of music would you release?

I have released my own original music in the past. Not through a publisher, but as an amateur artist. I used to burn my own CDs and sell them at small events. Nowadays, I don’t have the time to write my own music.

What type of music was it?

Some of the songs were similar to the music of PSO, using the synthesizer. I also wrote some string quartet pieces, too. They were made on a synthesizer, but it was recorded with a string quartet.

Did you also do the composition for Phantasy Star Online Episode 3: CARD Revolution?

I did some, but not a lot. Specifically, the title screen and the last boss.

Do you remember trying to maintain a certain style?

At the time, I was already working on Phantasy Star Universe, and I wasn’t in charge of the music for PSO3. But, partway through the project, they asked me to come onboard and write some music for PSO3, so I took the music I was writing for Phantasy Star Universe and used it for PSO3. So the music for the title screen was originally something that I was writing for PSU.

Why didn’t you use it in PSU?

When it came time to go back to work on PSU, the universe was very different from the other Phantasy Star games, as you know, so my original ideas for PSU didn’t really work for that game. So, I decided that I needed to come up with a new style for PSU.

The Phantasy Star Portable games were basically ports of PSU. But the final game, Phantasy Star Portable 2 Infinity, had a lot of new, original content. Were you involved with writing the music for that, as well?

Yes. For Infinity, I basically wrote all the new songs that were needed for the game. I think it was one stage, one boss stage, and one vocal song, as well.

Any interesting stories for the readers?

I don’t know if this is interesting for the readers, but I joined the project mid-development and was a hardcore fan. I’d play at my desk and had two Dreamcasts just so I could play PSO.

Have there been any fan service types of things that you incorporated into your music?

In PSO2, the music is randomly generated, and I included jingles from the original Phantasy Star. So players would randomly hear jingles from the original game while playing. In Blue Burst, there were new Rappy characters and I was asked to give them new voices, so I recorded voices of people in the office — and one of the women whose voices that I recorded is actually now my wife.
 
PSO RETROSPECTIVE
Interviews with key members of Sonic Team from Phantasy Star Online's development on the occasion of the 20th anniversary of PSO.

_______________________________________________________________________________________________​

Part 4 : script writer Akinori Nishiyama and effects designer Takanori Fukazawa.
The web page from which the original interview is taken can be found here

Akinori_Nishiyama_Takanori_Fukazawa.jpegConsidering the scope of the game, it’s impressive how you were able to synchronize your team back then, creating everything from user interface to user experience, and to do it with a relatively modest team size. What do you attribute that success to?

Akinori Nishiyama:
As you know, the genesis of PSO was rooted in Diablo, and the producer wanted to make something along the lines of a console version [of Diablo] for Dreamcast. Even though PSO may look primitive by today’s standards, it was quite groundbreaking for its time, and the timing at which they decided to release the game was optimal because Diablo was already out [and had established the style of game], every Dreamcast had a modem equipped inside, etc.

To explain the origins of the team members more clearly, before working on PSO we all worked on Sonic Adventure together, about 120 people. For a single title, there was a lot of talented people attached to it. There were many staff members with director-level skills.

We developed Sonic Adventure and then the team split up into various projects, and one of the projects eventually became PSO. Before the game became PSO, [Sonic Team was] having trouble finalizing the concept, and people who left to work on other projects were brought back to help with the PSO project. When I was brought back to help, they hadn’t begun to build the universe or the scenario or quests, or construct any of the city levels, so that’s what I ended up working on. Another thing I handled was how the player progresses through the game. For example, the player can complete three levels, but has to go back to the initial stage to unlock the fourth stage. Things like that.

I guess the success of PSO was rooted not necessarily in the leadership of the game, but because Sonic Adventure had a lot of talented people on the team, so there was a lot of combined experience going into development.

Even before PSO, I had handled similar responsibilities on other projects. So it was fate or destiny, whatever you want to call it, that I was put on this project to do similar things for PSO. But it was only until after certain Sonic Team members came back onto the project that it really took off. I wouldn’t have said this back in the day, but it was luck that the various collective expertise that the game needed to succeed all converged on the project at the right time to bring the game together.

Even though it’s Phantasy Star-themed, there wasn’t an overt effort to bring the past lore of Phantasy Star games into PSO. The Phantasy Star series provided the background and world, but other than that, what were the guidelines for bringing elements over into PSO from the original series? And what were you told to ignore or leave out?

Nishiyama:
In the first Phantasy Star, there’s a female character [Alis Landale, the protagonist of the original Phantasy Star] that challenges Dark Falz, the final boss of the game. Some of the PSO character designs, such as Rico Tyrell, aka Red Ring Rico, take after that motif.

Initially, PSO was not a Phantasy Star game, but partway through the development [Yuji] Naka decided that the game should be a Phantasy Star game. That was about the time I joined the team, and at the time, there weren’t any Phantasy Star elements in the game. A lot of the Phantasy Star elements were up to me, and I took the initiative to incorporate them into the game.

A lot of the motifs of the Phantasy Star games were galactic and planetary references, so I incorporated those. There are three seals that we brought over from the original Phantasy Star games. The types of dungeons that are in the game were inspired by prior games. How to take on and accept quest missions is also something from the Phantasy Star series. Those elements were from the main scenario and were adapted, as well. I haven’t actually played the original Phantasy Star games, so I can’t visualize the game myself.

PSO is almost 20 years old, and when you developed the game, you were both in very different parts of your lives. We’re coming up on two decades since the game’s release. Looking back, how do you feel about the experience now?

Nishiyama:
My impression is that we challenged ourselves to do something new. The Dreamcast, at the time, shipped with a modem installed, but nobody had come up with the idea to make an online role-playing game. It didn’t occur to me that it was something “new.” It was a groundbreaking idea, but I didn’t understand this fully at the time and was just scrambling to make the game. To look back now — and I find myself doing so quite often — I realize that I got to work on a truly pioneering game, and it makes me very proud. There’s been a lot of online RPGs since then, but I feel proud that I was able to work on the very first online RPGs for consoles. [...]

Before working on PSO, I had personally never played an online game, and I made assumptions about what online games consisted of, making it up as we made the game. Nowadays, I play online games on consoles and on my cellphone, and have been making online games [at Sega]. In order to keep players engaged with the game, it’s common sense now to provide additional content, downloadable content, etc. after the release of the game. But at the time, it didn’t occur to me that that was necessary. To me, PSO was a whole, complete game, and I had written the scenario in such a way that the game included an ending to the story within the packaged product.

In Japanese, we say “kishoten-ketsu.” It refers to the structure of a narrative. I wrote the scenario so that as you progress through the story, the tension builds and there’s a climactic ending. One day, Naka came to me and said that they were going to add an update to the game that would take place between stages three and four. So I had to come up with a new stage in the middle of the game. I was stubborn at the time and resisted, explaining that I had strategically structured the story and couldn’t just throw another stage into it. I remember getting in a fight with Naka over it. In hindsight, I should have just added something and accepted that added content was necessary to keep the players interested in the game. Nowadays, it’s just common sense, and I wonder why I couldn’t see that. So, that happened.

Do you consider PSO complete?

Nishiyama:
As a packaged game, yes, the story is complete. But there was PSO Episode 2, where we added a new story, new content, etc. Separate to that, though, [Naka] wanted me to add that additional stage between stages three and four to PSO.

Takanori Fukazawa: And I don’t think we put it in.

Nishiyama: No, we didn’t, but in hindsight, I think I probably should have in order to provide new content to the consumers. I regret that I didn’t.

Fortunately, consumers don’t know what they’re missing. At least until they read this.

Nishiyama:
True. I think my point is that, in hindsight, there are things which I would have done differently or changed if I knew the things I know now.

How much Diablo did you have to play?

Nishiyama:
I didn’t play too much. Setsumasa and his team, the director, and the planning division were the ones who played a lot. I remember they were playing it a lot.

Fukazawa: At the time, we were using an internal chat system called ‘News’ to communicate internally. And I remember Setsumasa was pissed off that we hadn’t played Diablo yet, and called us out on it on News. He was like, “If we’re going to make online games, we need to play online games.” Right?

Nishiyama: Of course. [laughs]

Fukazawa: So, unable to argue that, I remember going to buy the game right away. I played Diablo 1 and 2 quite a bit, even outside of work.

Diablo 2 is significantly better than the first. What were the best parts of Diablo 2 that you liked the most from playing the game?

Fukazawa:
I liked playing as the Necromancer the most because you can use a bunch of zombies. I particularly like that kind of gameplay, and the animations were really cool.

One of the things that’s different between Diablo and PSO is that PSO doesn’t really have big crowd control techniques. In Diablo, if you’re a sorceress, you can freeze dozens of enemies and make them more manageable to attack, little bit by little bit. But because of the network limitations of the Dreamcast, there weren’t that many enemies at once. You’re only dealing with a few enemies at a time; you’re dealing with things on a much more micro level.

Fukazawa:
But, depending on the player, if they’re playing as a Force class, they can use techniques to defeat enemies quickly.

Yes, there’s Gibarta, the ice spell, and other elemental attacks, but since the number of enemies is more limited than in Diablo, you don’t need a huge area of effect. This question is for Nishiyama. Did the team give you parameters to work around? Did they tell you they needed, say, eight areas per quest, and each one had to last about half an hour, etc.? How did you go about shaping the narrative flow?

Nishiyama:
As I mentioned, I joined the team partway through development. When I joined the team, a lot of the game hadn’t been finalized, but we did know that we wanted to make a Phantasy Star game, so we knew that the game would involve going to dungeons and cities, etc. So, in crafting the scenario, we thought about what would motivate players to keep playing.

Another thing that we were conscious of was that, at the time, JRPGs were simplified to pressing a button and advancing through the game, and we realized that the JRPG style wouldn’t work for an online game like PSO. So we wanted to figure out a gameplay system where people would use their specific abilities and their skills as players to progress through the game. We needed to come up with scenarios that commemorated and pushed players to want to undergo those challenges. So, that’s how the game’s overall loop was decided.

Now that I mention it, doesn’t it sound like Wizardry?

12591wiz1_000.pngPSO has a very different visual style and very different character design.

Nishiyama:
Yeah, not the style, but the game’s structure is similar in that there’s a single town and dungeon that you go to repeatedly, and the boss character lies underneath, etc. We had to think, What kind of scenario matches that gameplay and encourages players to keep playing? And, obviously, on top of that, when you’re playing through all those dungeons, you need to think of the kinds of items that the player can collect.

So we wanted to strike a balance between the scenario and gameplay. And being an online game, you want to be able to show off the weapons and characters to other players, like, “Hey, look what I have. My character is so strong.” Right? I think that was the main appeal of PSO. That’s what the players enjoyed, and that’s what I liked about PSO, too. So I didn’t want the scenario to block that aspect of the game.

That said, some of the scenarios were deliberately ridiculous. Early in the game, you’d go up to a character who would give you a quest by saying, “I’m really starving for this type of food that can only be found on this planet. Can you go get me that food?” These quests could take a long time, too. How did you balance the ridiculous quests with the more serious quests?

Fukazawa:
[laughs] Yeah, we had a few of those ridiculous quests. We had the main “serious” quests, and some funny ones to add variety. Like, some quests didn’t require the player to go down into the dungeons at all, and could be completed in the town. I was given a lot of freedom to come up with scenarios and quests, so there’s quite a bit of variety in the types of quests that are in the game.

Did anyone from the team, like Yuji Naka, or the director, Takao Miyoshi, ever stop you or ask, “What is this stuff?” Did they ever stop any scenarios that were too ridiculous?

Fukazawa:
No, not at all. I got feedback on some of the wordings of the scenarios, like “maybe you shouldn’t word it so harshly.” But I felt that took away from a character’s personality and qualities that make a character appealing to the players, so I never made those changes.

Like I said earlier, we were a team of experienced developers who were brought on as experts in what we did. We each made the game in the way that we felt best fit the style of game. So, Naka and Miyoshi trusted us to make the right judgments in our areas of expertise. I think that’s what really led to making a good game.

Did you decide which bosses the designers or programmers would implement, or would someone else make those choices?

Nishiyama:
In terms of the bosses, I came up with the names of the boss characters, but it was up to the programmers to decide how the battles progressed or were fought.

panarms.gifSo something like the Pan Arms [enemies who initially join together as one, and then split up during battle] were things the programmers would design ?

Nishiyama:
No, I would get a list of the types of characters from the game planners. For that character, I was told that there’s a character that splits into two halves. So I came up with the names, “Lefty” and “Righty.” I came up with their names and personalities, etc. At the time, I was certain that the players wouldn’t get the joke or accept it but ...


Fukazawa: Now the names fit the characters.

Who’s the most important character in PSO Episode 1 or 2? Red Ring Rico?

Nishiyama:
Like you mentioned, I think Red Ring Rico is probably the most important character. You do meet her at the end. Her body is taken or consumed by Dark Falz, so Dark Falz is Red Ring Rico. Dark Falz is like a spirit that lives off of other bodies, so he possesses Red Ring Rico’s body. People who read the messages from Red Ring Rico can discern that Dark Falz is actually Red Ring Rico.

d1od1cu-c2a85239-87e9-43de-8e7d-f7f6adfa8749.jpgShe’s kind of an abstract concept because you never encounter her outside of the messages she leaves all over the place. Especially when you’re focusing on fighting the monsters in each area, Rico’s sporadic messages might be challenging to contextualize.

Nishiyama:
And that’s fine. I think that’s the players’ prerogative. If they want to read them, they can, and there are also clues on how to play in those messages. The player can ignore them and figure out the game on their own, but they also might find tips on how to beat enemies easily. The people who read Rico’s messages will discover what happens to her at the end, but people who don’t, don’t ... that’s fine. I made it so that it can be enjoyed either way.

The reason being: Like I said earlier, I didn’t want to make a game that was centered around the scenario of the game. It’s a game that revolves around the player’s progression. The progression of the game is rather simple. The player presumes that there’s a boss character at the bottom of every level. So, you can keep defeating enemies until you reach the end. That’s one way to enjoy the game. But, for people who take the time to read Rico’s messages, the player begins to want to save Rico, because she is lost and needs help. At least, that’s how we hoped people would begin to feel.

But as the player progresses and reads all the messages, they should conclude right before they encounter the main boss at the end that the last boss is, in fact, Rico. Then the player should have a sense of doubt about whether they should defeat that final boss. [...] The way the player enjoys the game is up to them, and it was purposely open-ended.

Question for Fukazawa: Who were you reliant on to do your part? Did you have to run your designs by anyone? Were you deeply involved in the icon chat creation?

Fukazawa:
I didn’t rely [on] or ask for consensus from other people, really. I was working on the technique effects [Ed. note: elemental spells]. The icons for the techniques were just based on their physical properties. It’s not that I didn’t get along with others. [laughs] It’s just that I don’t remember collaborating with other members on making icons.

What was the team’s reaction when they saw your technique effects in action?

Fukazawa:
Ahh, there was no reaction.

No reaction?

Fukazawa:
Oh, Sakai would see and approve my work, but I didn’t get any feedback from the rest of the team. The Sonic Team of 20 years ago was a pack of lone wolves, each doing their own thing. Nowadays, the director has a say in all the minute details of game development, but back in the day, it was more like piecing together each artist’s work. So, if Sakai approved it, it was good to go.

It’s amazing that PSO is so cohesive, because it sounds like this approach could have led to a Frankenstein of a game.

Fukazawa:
Once everyone was on the same page about what the game would be, and how it would end up, it was clear to each person how the game needed to come together. I think that’s why everything came together well.

Did you have any input into game mechanics such as the Red Box loot drop, or even game design elements, like how certain classes like CASTs could see invisible traps around the environment?

Fukazawa:
We weren’t involved with balancing the game, but we did do bug checks and testing. The traps were separate from the scenario, and the battle team worked on those. Although I would look at the traps and how the stages were coming together, and decide to insert hints where they would be appropriate.

What was the most challenging technical aspect of the development of PSO?

Fukazawa:
In terms of challenges surrounding the effects, the biggest issue was that I didn’t have as many tools as we do today. We had a program called an “editor.” Today, we have standardized programs for making effects or user interfaces in games; programs used at any game development company. But back in those days, we had an internal program for effects, and it was still new, and the features on the program weren’t great. It was tough creating even just one effect. And the editor for creating a user interface was nonexistent. Now, we can just cut and paste the textures from any background and create icons in the editor. But back then, we didn’t have a proper editor, so we would have to tell the programmer specifically which 10x10 pixels I wanted cut out and placed in a specific location.

Did you do the programming yourself, or did you direct the programming team on what you wanted?

Fukazawa:
No, I didn’t do any of the programming. I just made the particle assets — for example, the flames in fire techniques. Then, I would give those assets to the programmers to program them into the game.

What would you say was your best work?

Fukazawa:
Umm ... when your character dies, you can see the spirit leave the body. I think that was well done. The character falls to the ground, and you can see the spirit flutter away. You can still chat within the game, like “help me.” I think that’s my favorite.

Nishiyama: As you know, we had an in-game visual chat system, and from the early concepts, Naka wanted the chat system to allow players from around the world to talk to each other. Since it was a game that allowed for global communication, he announced that the game was going to be a simultaneous global release. At the time, a simultaneous global release was unimaginable. Releasing it in Japan first, then localizing it for overseas release, was the standard practice at the time. Today, we plan for global releases from the very beginning, and plan accordingly as the development progresses and we build the necessary tools. But at the time, nothing like that was in place.

We had to prepare for the five EFIGS languages: English, French, Italian, German, and Spanish. We first made it in Japanese, then localized to English, and then sent the English text to Sega Europe to get it translated into the remaining four languages, which were then incorporated into the game back in Japan. Was the development schedule written with time budgeted for localization, you might ask? No, it wasn’t. The development schedule barely allowed for the completion of the Japanese version, let alone localization. [laughs]

I was in charge of all the text regarding the scenario, so I also handled who was going to localize the text, how we were going to incorporate the translated text, and making sure the text was correct. Of course, we weren’t allotted extra time for revisions, and I had to make sure that the text didn’t cause any bugs in the system that might delay the approval process, so there was a lot of stress around getting it all correct with the first pass. It was really stressful.

Do you have any opinion about the English localization of the script and how the story read in English?

Nishiyama:
To be honest, I didn’t have the luxury to worry about the quality of the localization. I didn’t have the time to read and check the localized text for accuracy. One thing I can add is that German text is longer than the other languages. English is pretty short in comparison, but German text is long, and we had difficulty fitting the text within the text limitations.

I am actually a big fan of Sherlock Holmes, and a lot of the text that I write in Japanese contains allusions to Sherlock Holmes, like “yellow face” and “silver blaze” from Sherlock Holmes titles. But I don’t know if those references got translated correctly into the localization, so I don’t know if the players overseas saw that connection as well as Japanese players did. [...]

Ideally, I would have had the time to make sure those references were localized and presented in the game correctly.

Is there an example that you can point to?

Nishiyama:
For example, there’s a [Sherlock Holmes] book called The Hound of the Baskervilles that I make reference to, and in the game, it’s written as “The Dog of Baskerville” or something like that. So there’s enough there in the localization for me to make the connection, but I don’t know if the people who localized the text understood that reference and were able to keep the homage intact. I mean, it’s not that I care that much. It’s not a huge deal, but just something I have wondered.

Do you have any standout memories of the development process?
Fukazawa:
Loads. [laughs] There’s a story that conveys the passion and commitment we saw from the players toward the game. It was our first online game, and we had issues where items would disappear. We had users sit outside the Sega offices in protest, demanding that we give them their lost items.

Items that disappeared from inside the game?

Fukazawa:
There were people who got items swiped by other players because they didn’t get to the item fast enough when the item dropped. And we got many complaints that nothing dropped. They would demand that we return the item, or return the hours it took to try to get the item.

Wow.

Fukazawa:
We also had people calling the office and somehow getting past our customer support center. Because it was our first online game, we had a lot of callers complaining about the game. I don’t know if the person at customer service didn’t have the answer and patched them through, or just gave them our extension; it’s still a mystery how they got through to the dev team’s phone, but I happened to answer a phone call from one of the users. They were really upset, but I somehow got them to calm down and hang up. Still, I got to experience firsthand the customer’s passion toward the game.

That’s amazing.

Fukazawa:
It’s unacceptable now for items to go missing, but the system was still imperfect, and it’s regretful that we had released a game that had items disappearing. But that was the situation at the time.

Did you work on Phantasy Star Online Episode 3?

Nishiyama:
CARD Revolution? No, I wasn’t involved.

Fukazawa: I think I was the only one involved with PSO 3.

Going from PSO Episode 1 & 2 to PSO 3 was a pretty big shift, to be honest. Do you have any last funny stories or memories about working on the game?
Nishiyama:
Hmm. There are too many.

Then one last good one.

Nishiyama:
I really struggled with the Symbol Chat system.

It was a very creative system because people could create original content; like memes today, players could layer content in the image. They were like emoji.

Nishiyama:
Yes. Like emoji. We really struggled to figure out what it should look like. This was before YouTube, and Sakai sent me to go buy reference material. He said, “Don’t worry about the cost of the material. Just go buy books that you can use as reference.” So I went to all kinds of bookstores and got some books on pictograms. I remember very clearly going to buy those reference materials. Nowadays, we just look stuff up online, and we don’t buy books for reference. I just remember coming back to the office with a pile of books in both arms. That was probably the first and last time.

AOL Instant Messenger was probably the best reference back then.

Fukazawa:
I don’t even remember what we used back then. Of course, we didn’t have the conveniences we have nowadays, so I didn’t even know where to start or what to reference.

Symbol Chat was so robust. People could resize things, move things around; this was the very first system of its kind. Did you ever see things you didn’t expect users to come up with?

Fukazawa:
So many. You can use the Function key on the keyboard to scroll through the images that you’ve made. There was someone who made an animation using Symbol Chat [by scrolling quickly on the Function key].

Like a flipbook.

Nishiyama:
Also, we had people create elaborate images of famous anime characters. Which was really impressive, because they made them out of very basic shapes, like circles, squares, and straight lines.

We made the Symbol Chat thinking people were going to use it to communicate simple things like “hello” or “help” and whatnot. We never imagined that people were going to make such elaborate drawings and expressions with this small feature.

I know that there’s a lot of people who would be interested in playing the game today. What do you think about bringing PSO to the new platforms like tablets, Switch, and phones? [Ed. note: Although the official Blue Burst servers no longer exist, fan-run sites still do.] With the 20th anniversary coming up, now might be a good time to consider porting it to a new system.

Nishiyama:
Are there people who want to play the original PSO?

Sure. Lots.

Fukazawa:
Sega is not very good at managing its IPs, so if we were to bring together the same members, their thought process would be that it would be better to try making something new than to remake an old game.

Square Enix ports Final Fantasy 1 through 10 to every device imaginable. Sega could do the same.

Fukazawa:
I completely agree.

Panzer Dragoon is a title that comes to mind.

Fukazawa:
Yes, that’s a great game. There’s a lot of past hits that have a significance for people still at the company.​
 
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