Monday, March 7, 2016

FEATURE: Interview with NIS's Tomohiko Deguchi #JHedzWorlD


The NIS Spring Press Event in San Francisco had a lot to offer. In addition to the eight titles on display, the lead designer for Grand Kingdom, Tomohiko Deguchi, was present for the festivities. Among the games being promoted, Grand Kingdom was definitely the centerpiece for the event as a major console title only very recently released in Japan. Demand was high for his time and I was only barely able to squeeze in an interview before the night came to a close. Despite the time constraints, Deguchi took his time to consider each question and answered thoughtfully with NIS’s Monica Marume acting as translator.


Peter Fobian: So to start off, Grand Kingdom features four distinct kingdoms each with a unique visual theme. Do you have any particular inspirations for the design of each kingdom?


Tomohiko Deguchi: When we were creating the four kingdoms, we had four different ideas that I definitely wanted to incorporate. The first was a land of knighthood. The second was actually the idea of one of my staff, a land of warriors which worship battle and whose idea of honor is dying in conflict. For the third kingdom, I really wanted to incorporate the fantasy aspect of the game, so we made a country the revolved around the use of magic. Finally, for the fourth kingdom, I wanted to make a nation that is much younger that the others and still in the process of developing.



PF: When you say knight and warrior, what sort of distinction are you making between the two?


TD: I wanted it to reflect the mythologies of the chivalric knights of Europe and viking cultures.



PF: In addition to thematics, what are the mechanical differences of each kingdom in play?


TD: For battles, to ensure that the game is balanced and place more emphasis on the fact that the player is managing a neutral mercenary group, individual kingdoms do not have any special abilities. However, in the campaign, the enemies are specific to each nation, so that’s what we focused on.



PF: We’ve heard talk about how the player is able to pick sides. In that way is the story different depending upon who you ally with or is there a more rote narrative?


TD: It’s a set narrative. Through the player, who is the leader of the mercenary band, we introduce members from each kingdom who become the characters of the story. As the player accepts jobs from each kingdom, they travel to them, meet their people, and learn more about them.



PF: Are there an elements of worldbuilding in Grand Kingdom or is it more focused on the player’s military efforts?


TD: One of the main elements of the online play for Grand Kingdom is your ability provide resources to the different kingdoms to back their efforts. By doing this, you unlock more options related to that kingdom, such as store discounts. Online play also uses a system where players cast their vote to determine a kingdom’s military strategy, deciding where they will next attack.



PF: Speaking of war as a theme in Grand Kingdom, how is it portrayed? Each kingdom obviously has a unique cultural perspective, but as a narrative do you focus on any particular aspect such as tragedy or triumph?


TD: It changes depending upon the perspective of each kingdom. In addition to having those different cultural perspective, they also have different objectives approaching war which greatly influence their perception.



PF: I’ve noticed as a general trend in SRPGs, especially ones localized by NIS, that that each game has one or two extremely unique mechanics that act as a sort of identity for the game. Are there any defining aspects of the gameplay that differentiate it from similar titles?


TD: I would say that it is the emphasis on positioning. Depending upon where your units are standing, they can open themselves up to friendly fire or gain certain advantages, which is less true for other strategy and tactics games, so I think that is what sets it apart.



PF: Are there any aspects of gameplay or story from Grand Knights History which you wanted to carry over or further develop with Grand Kingdom?


TD: I decided before making Grand Kingdom to bring over a the special element of Grand Knights History to raise squad members through quests and train them, which is something I wanted to continue to incorporate into this game.



PF: If you were in Grand Kingdom, which kingdom would you join and why?


TD: I would definitely join the Valkyr, the kingdom of warriors. I really love their way of life, living for war, and to fight and do battle!


After that response, I felt the sudden urge to retreat and thanked Deguchi for his time. 


What kingdom will you choose? Any fans of Grand Knights History looking forward to this spiritual successor?


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FEATURE: Interview with NIS's Tomohiko Deguchi #JHedzWorlD

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