(laughs) -This is also the first Seiken Densetsu game for the Playstation.
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We were originally thinking, oh, this is a CD-ROM, we won’t have to worry about space like we did with cartridges…! But in the end we did worry about it-a lot.
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If you look at the time, we used up all but the last 2 minutes worth of space on the cd. The unique Land Make system, as described below, was originally more complicated Ishii had hoped to iterate on it in future games. (laughs) The kind of game we were thinking of was more like an open sandbox game, 1 where we’d just throw some tools in there, and then players could use them freely and do whatever they wanted. Ishii: “I want to just craft weapons all day.” Stuff like that. Takai: Yeah, and we’re both kind of contrarians at heart, so instead of a normal RPG, we were talking about making a game where you wouldn’t do anything. “Let’s do something with TOTAL freedom!”, we said. Speaking of SaGa Frontier, actually, I remember having lunches with Takai then and talking about the next game we wanted to make.
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Akihiko Matsui, who I was working with at the time, suggested the Artifact system for event items, and that made it’s way into Legend of Mana. Ishii: The basis of those ideas came from things I had initially proposed in the beginning of the SaGa Frontier development, such as the “World Make System”, the “Monster Ecosystem System”, and the “World Link System”. This latest Seiken Densetsu game is brimming with new ideas, like the artifact and “Land Make” systems. Created the Golem system, world maps, and most systems aside from the battles.