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Regarding Sea of Stars' development, you've talked multiple times about inspiration from Chrono Trigger, Super Mario RPG, and Illusion of Gaia. But with those classics, is there anything you're conscious about not doing?
Absolutely. The main thing I try to avoid is I don't want to copy something. In my mind, it's okay to pay homage, it's okay to borrow, but the ticket is you want to make sure that you elevate. And what that means is you don't pick directly what something did, but you honor the essence of what was done there.
You mentioned Illusion of Gaia, which I still feel is underrated! But those who know, they really get it, right? And so you start in class and the first thing that I did was go on the roof, I met the big face that was talking, and you get to jump down off the roof — and in just that moment, it felt like, "I've never done that." I've played platformers, and I've played games that are more action, but for some reason, there was something that felt as though that game wasn't supposed to be able to do that. The way that it presented the jump with the type of story and the gameplay that it promised, it always felt as if it was doing something more That was a really big click moment for me. So, for example, playing Chrono Trigger, — which is my number one of all time and why I do this for a living — I wished there could have been something else to that world, a sense where I'm touching the world just a little bit more.
All of that under the big umbrella of what we call traversal in production for Sea of Stars --hoisting up, jumping off of ledges, the climbing, the tightrope walking, how it's seamless in and out of water — all of that came from the spark, the click moment from jumping off that roof in Illusion of Gaia. I was looking for more similar interactions and how they could be fleshed out even more. For me, there was a big — I don't wanna say opportunity in terms of business, but creatively in terms of providing an experience that feels fresh for people who fondly remember that flavor of games.
Going back to Chrono Trigger specifically, how terrifying is it to be compared to that game?
(laughs) Yeah, I mean... where it's not so intimidating is that we didn't lead with that in terms of marketing. Often when we talk to other indies, one of the first pieces of advice that we try to give is don't lead with "Oh it's Zelda meets Pokémon" because everyone understands that you don't have any of these brands and that you are very unlikely to get any of them right to that degree.
If you show up with the essence of something, then people notice it, and then they mention it, then great because that means that the game speaks for itself. You're trying to propose something else and then people are starting to appropriate because they can find a reference, then you're in a really strong position. As a writer, I'll never come up to someone and say "You should play this. It's really funny. There's a lot of great jokes, and they're all from a great writer!" You just do your best. You let people judge it. And then if any positive comments come from someone else then it has sort of credibility because it's not you trying to sell something.
So to your question, is it intimidating? Absolutely. We understand the mandate that people decided was on us now, which is, "Give me, make me feel that way again." And part of that challenge is what I can't do is make you be nine years old again. (laughs) We don't have those ingredients so what we should do is create something that is as good as our memories of those games.
Looking at Chrono Trigger, outside of combat, your character (Crono) has sprites and animations for up, down, left, right, walking, running, and then climbing a ladder at a single angle. So that's, if we're generous, we get eight walking and running animations and one climbing one, so that's nine total. So [Sea of Stars] has eight angles instead of four: we can climb in multiple directions; there's all the jumping at different heights; jumping down; all the swinging and everything else. We probably have about 60 navigation animations per character. When you cross-reference all the use cases, when people play [Sea of Stars], they don't go, "Oh wow, this is way richer than what the other one did." They just go, "Yeah, that feels right." That's the amount of effort that it takes for it to compensate and be as good as what you remember.
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