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Yosuke Futami Claims Final Fantasy & Star Wars As Inspirations For SYNDUALITY: Echo Of Ada

Recently, at the Thailand Game Show 2023 just prior to the launch of SYNDUALITY: Echo of Ada, we had the privilege of engaging in an enlightening conversation with Yosuke Futami, the game’s Producer. Discussing various aspects of the game’s creation, design inspirations, and the intriguing amalgamation of diverse elements, Futami shared valuable insights into this futuristic realm set in Amasia. 

In this interview, Yosuke Futami takes us through the inspiration behind the Magnus design, the diverse gameplay involving Mechas, the thought process behind creating a unified universe, as well as insights on maintaining a balance between challenge and accessibility. Moreover, he delves into how newcomers might resonate with the game’s mechanics, offering a glimpse into AI control, mission variety, sound design, mech customization, and the intent behind the game’s diverse art styles. Lastly, Futami highlights the core essence of human-AI collaboration and the aspect he believes will deeply resonate with players.

This interview has been edited for clarity.

 

What was the inspiration behind the design for the Magnus?

“The design of Magnus drew inspiration from two main sources. Firstly, Final Fantasy VI had a significant impact, being one of my favourite games from my elementary school days. The concept of Magnus being a magician finds roots in this game’s narrative. Additionally, the imagery of the AI operator in Final Fantasy VI inspired me to create a visually appealing character with depth and distinctive traits, encompassing shades and unique characteristics. Moreover, Zone of the Enders served as another inspiration for Magnus’ design.”

 

Can players explore & control various Mechas within the game?

“Absolutely, the game offers a diverse array of Mechas for players to control. You’ll have the ability to manipulate the body, arms, and legs in three distinct modes. Furthermore, there’s a wide selection of Mechas available for control, with the added option to customize their body and legs according to your preferences.”

 

How did the idea of creating a unified universe spanning games, manga, and anime for SYNDUALITY originate?

“Bandai Namco has always been special to me. We wanted to make something like this in Bandai Namco. There’s also a game called Kid? Keisatsu Patlabor. Patlabor is a game that inspired me to make it into this kind of mixed platform.  Another reason we wanted to do this was because we wanted to express different concepts and stories for each platform, all within the realm of the SYNDUALITY universe. For example, in the anime, one thing we wanted to emphasise was the movement and fluidity of the characters and mechs whereas in the game we wanted to focus on the gameplay features themselves. With doing all of this we also learned that different mediums have different information thresholds meaning how much information you can introduce to the player/watcher, which means that you have to pick and choose how you express those things according to the platform. We enjoyed that challenge.”

 

How do you maintain a balance between maintaining the game’s challenge & ensuring accessibility to a broader audience?

“As you might have observed, our approach involves dynamic advice from the Magus AI. When under-levelled for a battle, the Magus suggests retreating. Conversely, if players have excelled in the game and attempt a low-level task, the Magus encourages taking on a more challenging route.”

 

Will the game incorporate guilds or clans?

“Currently, the game doesn’t feature guilds or clans. However, I’m open to considering this feature if there’s significant interest from players worldwide. Initially, the game was designed with a core concept to ensure that even when playing solo, you’d have support and guidance from the Magus character. This was the primary focus.

Another reason behind not including guilds or clans from the start was to prevent potential griefing that often occurs in these types of games. In many games, there are distinct player types—those who play fairly and those who engage in aggressive PvP activities, disrupting other players’ experiences. Introducing a guild or clan system could potentially enable the latter group to target newer players, hindering their learning and enjoyment of the game.”

 

How do you think newcomers to the mecha RPG genre will resonate with SYNDUALITY?

“SYNDUALITY revolves around the core concept of companionship and support, as embodied by the tagline “I’m with you.” This means that while playing the game, you have the ability to communicate with and encourage others. The key essence of this game is to ensure that players never feel alone. There’s always a supporting character by your side, guiding you on what to do and how to progress. The objective is to create an environment where new players feel accompanied and not overwhelmed. It’s a welcoming game that offers constant support from the main cast, aiming to make the experience enjoyable and inclusive. Whether you’re new to DPS, Looter Shooter games, or the mecha genre, you’ll find ample support around you. Our goal is to simplify entry into this world for first-time users, ensuring a welcoming and supportive experience.”

 

Can players adjust the frequency of the AI’s dialogue, which some find overwhelming during gameplay?

“We’re actively considering the option to control how often the AI communicates. Our primary goal is to ensure all players, from casual to intermediate, feel comfortable within the game’s shooter environment.

The AI engages in conversations to provide diverse advice, catering to various player perspectives. For instance, advanced players may receive recommendations for more challenging quests, ensuring an engaging and dynamic experience.

However, players’ interactions with the AI might differ based on their gameplay. The guidance adapts to accommodate various skill levels and progress, with the aim to assist those who seek improvement.

As players spend more time with their AI companion, there might be moments when the constant dialogue becomes less desirable. It’s natural to grow tired of continuous conversation. The intention behind adjusting the AI’s speech frequency is to evoke a sense of nostalgia and a feeling of growth, akin to maturing and looking back fondly on past experiences. This evolution in the relationship with the AI is what the producer intends for players to experience—a sentiment akin to personal growth and reflection.”

 

What can players expect in terms of the variety of missions & objectives?

“While we haven’t disclosed all the details yet, players will engage in various activities to earn in-game currency, which allows them to access more content. The game encompasses tasks that go beyond mere mission completions, offering diverse objectives. Our overarching goal is to complete a season within the game, where several aspects remain undisclosed at this time.

However, I can share that players will need to accumulate substantial in-game currency to progress and expand their abilities. Additionally, apart from the main storyline, there are various unannounced requests players can undertake throughout the entire season. Expect a diverse range of missions and objectives to tackle.

Competitive gameplay will enable players to advance in ranks, allowing them to climb from A to S ranks as a source of motivation. In conjunction with in-game currency, players can enhance their characters’ capabilities. The game also offers the opportunity for players to compete against others, aiming for higher ranks, serving as an additional motivational factor.

Players can accumulate various rewards through activities such as combat, enabling skill improvement over time. Notably, the Magus character evolves in appearance with gameplay progression, becoming ‘cuter’ as players advance. Moreover, players have the option to select their preferred Magus character, be it male or female, as they progress through the game.”

 

How was the sound design & soundtrack conceptualized for SYNDUALITY: Echo of Ada?

“We put a significant emphasis on the sound design. The essence of SYNDUALITY: Echo of Ada revolves around a world that’s on the verge of collapse but still holds a glimmer of hope. The challenge was capturing the essence of a crumbling world while also infusing that sense of hope. Additionally, we wanted the mechs to sound and feel heavier than traditional mechs, aligning with the overall concept.

The fundamental goal was to strike a balance in the audio, ensuring it doesn’t lean excessively towards a sombre narrative while also avoiding an overtly optimistic tone. Finding this equilibrium was the most challenging aspect for both myself and the team. Essentially, we aimed to portray a world in turmoil while simultaneously providing that vital glimmer of hope.”

 

Could you provide more details about mech customization & the inclusion of cosmetic elements like weapon skins?

“As you progress in the game, your prowess increases and your mechs evolve in appearance. However, let’s delve further into this aspect. For instance, if we modify our weapons to enhance our strength, will our mech’s outward appearance change against our preferences? Yes, in certain cases. Initially, while the mechs are inherently cute, modifying them might alter their appearance, posing a challenge where we can’t solely choose a skin or a stat boost.

Consider a scenario where we desire a powerful weapon but prefer it to have a cute, non-threatening appearance. There’s a wide array of weapons and diverse possibilities. For instance, if we wish to retain a specific weapon shape but alter its visual representation, we can achieve a formidable appearance. This game allows extensive equipment customization, yet the reality is that the status and appearance might differ. However, with in-depth gameplay, modifications become feasible to match personal preferences.

The reason we don’t implement a system solely for cute weapon appearances is to retain the ability to assess the opponent’s strength. In combat, visual cues about an opponent’s strength or weakness are crucial. If an opponent appears weak visually but actually possesses great strength, it could lead to an unfair advantage. Thus, avoiding situations where an opponent looks cute but turns out to be extremely strong during combat is a priority.”

 

What purpose do the varied art styles in the game & trailers serve?

“In SYNDUALITY: Echo of Ada, we embrace three distinct storytelling methods. These include CG scenes, animation scenes resembling a comic strip, and voice drama scenes. Each of these storytelling modes conveys varying levels of information, as evident from the introductory segment in the preview video we shared. Different types of story expression correspond to differing information levels, as hinted at in the initial part of the preview.

For clarity within the story’s context, the clear scenes are represented in CG, indicating moments recorded by the AI without alterations. Conversely, distorted scenes signify lost memories, where the AI attempts to reconstruct the missing fragments. Voice logs represent captured audio by the AI. The use of multiple media formats aims to offer different emotional tones and methods of information delivery. As players delve into the game, they’ll uncover the reasons behind these diverse representations, contributing to a deeper understanding of the storyline. Therefore, the various expressions serve not just for style but to convey layered meanings and facilitate different ways to absorb and comprehend the narrative.”

 

What approach—survival/defeating opponents or resource gathering—would you recommend for new players?

“I’d recommend prioritizing resource gathering, emphasizing the collection of resources and returning home cautiously. By adopting a non-aggressive approach while gathering, it tends to foster a more cooperative environment. In this game, there are significant penalties for engaging in PvP activities. Players dedicated to PvP will receive notifications upon logging in, while those focused on PvE will receive a separate notice. Furthermore, aggressive PvP players may have bounties placed on them, while players engaging in PvE content get rewards for defeating aggressive counterparts. Additionally, there’s the potential for non-PvP players to unite, forming a group to confront PvP-oriented players, offering a strategic alternative.”

 

What artistic, environmental, & mecha-related inspirations influenced the development of this game’s design?

“Various sources inspired me during the game’s development. I drew inspiration from Final Fantasy VI, as well as a sci-fi light novel known as “Ai no Monogatari” or “The Stories of Ibis” in English. Additionally, in shaping the story’s setting, Star Wars: Episode 4 served as a significant influence within the anime realm.”

 

What aspect of the game do you believe will make a lasting impression on players?

“The game’s fundamental concept revolves around the intersection of humans and AI, with many moments focused on investigating past events, which offer some significant moments. However, I believe the most unique and impactful aspect is the bond formed with your Magus AI. This connection sets our game apart from others, as it emphasizes the consistent presence of the AI companion. The lasting impression we aim for is the realization that amidst everything happening around you, there’s always an AI companion by your side, offering continuous support. The Magus AI, in particular, is a significant focal point in the discussions surrounding the game.”

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