Ideas for New Games
Monday afternoon at 3 PM, Sega Development Department conference room.
The long conference table was filled with key figures from the Sega Development Department.
Masao Suzuki from the Marketing Department sat upright, his notebook open, pen in hand, his expression serious.
All the team leaders from the Development Department were present. Some were looking down at their fingers, while others stared blankly at the wood grain on the table.
Nakayama Takuya pushed open the door and entered, his usual smile breaking the silence in the room.
"Everyone, there's no need to be so formal."
His voice was relaxed, as if he were just attending an afternoon tea party.
Takuya walked to the head seat and sat down, glancing around at everyone.
Before we begin today's discussion, let's briefly update everyone on the progress of their projects.
The presentation has begun.
The heads of the eighth and Ninth Development Group spoke first, representing their respective teams: <Bloody Wolf / Battle Rangers>, <Hang-0n>, and <OutRun>.
The arcade port project has been successfully completed and has entered the final production stage, with the release window already scheduled.
Next, Yuji Naka and his team reported on the development progress of Phantasy Star. The improvement plans that Takuya had previously discussed with Yuji Naka had been redesigned, and they were rewriting the relevant code. Although the progress was behind other projects, it was now completely on track.
Meanwhile, Hideo Kojima's Metal Gear has entered the final testing phase, the radio system has been developed, and the radio script is being written.
Takuya listened quietly, nodding frequently; the situation of each item was almost exactly as he had expected.
The development team responsible for <DDR> has just completed the design of a home dance mat and a dedicated player, and is currently conducting trial production and testing of samples.
He specifically looked at the heads of several arcade game development teams, especially Yu Suzuki.
"The eighth and Ninth Development Group, and Mr. Suzuki, your team, were extremely efficient. Thank you for your hard work."
After a brief pause to draw everyone's attention, Takuya abruptly changed the subject.
"So, I'd like to ask those of you who have already completed the task."
"After completing the porting tasks, does anyone have any new original game projects for the MD platform, or even just some preliminary ideas?"
The question was raised directly.
The meeting room fell silent again.
The leaders of the several arcade groups looked at each other, but in the end, they all turned their attention to Yu Suzuki.
Yu Suzuki slowly opened his eyes, his eyes, those of a technology enthusiast, were as still as a deep well.
"Executive Director, after completing the porting of <OutRun>, I focused my main efforts on the technical research and development of the next generation of arcade games."
His voice was calm and honest.
There are no new plans for MD at the moment.
Several team leaders around him nodded in agreement, indicating that the situation was similar.
Their roots are in arcades, the main battlefield where they showcase their talents and pursue the limits of technology. Home consoles are more like a channel to monetize the glory of arcades a second time.
Takuya's smile remained unchanged, and he nodded slightly.
All of this was within his expectations.
"I see, I understand everyone's pursuit of new technologies."
Takuya leaned forward slightly, placing his hands on the table with his fingers interlaced.
"In that case, why don't we have a brainstorming session right here today?"
"Let's share any inspirations or 'what if' thoughts that have popped into our heads during development or while playing other games."
"No restrictions, free rein to your imagination, speak your mind."
He emphasized his words.
"The Mega Drive needs a more diverse lineup of software. We can't just have hardcore action games, and we can't just have classic arcade ports."
"The positive reception of Ace Attorney proves that there are a large number of players in the market who crave new experiences. We need to think about how to continuously bring freshness to the game market and how to keep players' attention on the Mega Drive."
Takuya's gaze swept over everyone again, finally landing on Yu Suzuki.
"Suzuki -san, why don't you go first?"
Yu Suzuki, whose name was called, hesitated for a moment, seemingly organizing his thoughts.
"My recent research has focused on upgrading the chips on arcade game boards; I haven't thought much about game-related inspiration."
His words were full of the meticulousness of a technician.
"But I'm wondering if there could be other forms of game controls?"
Takuya caught the key words, and a game from his past life flashed through his mind. He decided to give it a push.
"For example, shall we play a game of playing taiko drums?"
"Taiko?"
Yu Suzuki paused for a moment, and the others in the conference room also looked puzzled.
"Yes, taiko."
Takuya's voice was incredibly seductive.
"We designed a dedicated taiko peripheral controller, where players tap the drumhead and rim in sync with the rhythm displayed on the screen. The music can be popular hits, anime songs, or even our game's theme song."
"The rules are simple and intuitive, easy to follow. But to become an expert requires extremely high skill. Isn't that exactly what you, Suzuki -san, excel at—using technology to create entirely new experiences?"
A strange light flashed in Yu Suzuki's eyes.
A game of playing taiko drums?
A crazy idea that combines ancient musical instruments with video games.
A completely new control experience, free from the constraints of traditional gamepads.
His fingers began to tap unconsciously on the conference table, sometimes rapidly, sometimes slowly, as if he were devising a device to accurately capture the drumbeats.
Seeing that Yu Suzuki had already entered developer mode, the other development team leaders couldn't hold back any longer.
The leader of Development Group Three calmly stated, "Executive Director, we want to continue exploring fighting games in greater depth."
Takuya looked at his old comrade-in-arms and nodded with a smile.
"Regarding the ' Fatal Fury ' series you mentioned before, we felt it could have built a grander martial arts world. This new project might be a story about another group of fighters within the same world setting, with a different style. This way, future animation and film adaptations..."
They can all be integrated together.
"A very good idea." Takuya affirmed. "A rich world-building is the most valuable asset in itself. You can be bold in your ideas, but be sure to differentiate it from <Fatal Fury>. If there are any problems with the synchronized animation, you can also contact me."
The leader of Development Group 8, the man who rose to fame with "Super Robot Wars," chimed in, "Our team has accumulated a lot of experience in strategy RPGs and wants to try making a strategy RPG with a completely original story background."
"The key is to grasp two points," Takuya immediately suggested. "First, have a combat system and unit settings that are distinctive."
Second, the story must be captivating; it absolutely cannot be perfunctory. Bring back the same passion you had when you made the Super Robot Wars.
"Clear!"
Someone else suggested, "Executive Director, we don't have any sports games in the market yet; we'd like to give it a try."
"Sure." Takuya turned to Masao Suzuki. "The Marketing Department can contact the North American Branch to find out which sports game genres EA has already developed, and we'll try to avoid repetitive themes."
He then added, "Or, let's think about it another way. Create a collection of sports games in the form of a sports meet. The rules are simple, but we can add elements of interference and disruption, allowing even those who aren't good at games to quickly get started and enjoy the fun with the whole family. We can take inspiration from <Joy Island Adventure>; our goal is to allow everyone to easily find joy through interaction."
Other development teams also put forward their own ideas, and various ideas collided and sparked a lively discussion in the meeting room.
What were initially nascent sparks of inspiration, under Takuya's guidance, gradually coalesced into a raging fire.
After listening to everyone's remarks, Takuya raised his hand to signal everyone to be quiet.
"Excellent! Many of the ideas shared today are extremely valuable. I see even greater potential for MD's future."
"Next, each Development Department should quickly refine these ideas into concrete, actionable project proposals, as well as a promotional document. Masao Suzuki, the Marketing Department should work with the public relations Public Relations Department to release information about our new game in a measured manner starting next month, maintaining the MD's presence."
"Our goal is to develop at least three to five key new titles for the Mega Drive within the next six months to a year, titles that are expected to generate significant market buzz."
"The variety should be as rich as possible, and the quality must be absolutely top-notch. Let's get started!"