Vraie Rune de l'alcoolique
Inscrit le: 22 Mar 2006
Localisation: Ronin de Brocéliande paumé dans la ville des Lumières. Trop de lumière d'ailleurs.
Posté le: 25 Avr 2016, 23:27
Sujet du message: Interview de Murayama
|Du Suikoden Revival Movement sur Facebook :
Yoshitaka Murayama Community Interview (2016)
Suikoden Revival Movement·lundi 25 avril 2016
At the end of 2015, we asked you, the fans, for
your Murayama questions. It took a bit longer
than expected, but the complete interview is now
As expected, there were a number of submitted
questions that Murayama was unable to provide a
public answer for, but the answers he was able to
share still provide a lot of great insight into
the history of this wonderful franchise. We hope
you enjoy reading his responses as much as we
Q - How did you
come up with some of the specific gameplay ideas
that make Suikoden unique, e.g. character
recruitment or building your own HQ?
A - The original idea was to have a structured,
dramatic group story based around several
fascinating characters. We then decided that we
could take those characters and make it like Water
Margin, which is how it became an RPG with 108
characters. In order to give those characters
worth, we made the character recruitment aspect
itself into a collection game of sorts, making it
so that the more characters you recruit the more
your home base grows.
Q - What was your
main inspiration for the story of Suikoden and the
fantasy setting used for the games
A - So obviously we used the Chinese classic story
Water Margin. For Suikoden II, we used the story
of the Chu-Han Contention (a famous war in Chinese
history and literature) as a motif. Also, the
world feel was largely inspired by Michael
Moorcock's Eternal Champions series of books.
Q - How did you
write the plot line for the Suikoden games? Who or
what did you come up with first - the heroes, the
villains, or perhaps the conflict itself?
A - I'm fairly certain we started thinking about
the characters who would surround the protagonist.
And of course since the Water Margin tale was the
motif for the game's story, we used that as the
basis for the conflict in the game.
Q - Why did you
use the concept of a silent hero instead of a
A - The decision was made during meetings with the
production team. I recall going with that,
because there were a lot of RPGs that featured
non-speaking protagonists at the time.
Q - Often, when
talking about the story of Suikoden, it’s said
that you had a notebook in which you collected all
your ideas about the history of the Suikoden
world. Did this really exist and did you have any
plans for Suikoden games after Suikoden
A - Although we did have a general outline, I
personally believe that the setting exists to help
tell the story and we never focused purely on the
setting first. So a document detailing the entire
history of the Suikoden world does not exist. To
elaborate, suppose I create 100% of the setting,
roughly 30% of this would be used explicitly
in-game and the other 70% would only be referred
to in order to to give depth to the backstory,
meaning a lot of these details were never fully
Q - Did you think
Suikoden would be as successful as it was before
the release of the first game?
A - We were too busy making Suikoden 1 at the time
to even think about sequels.
Q - The first two
Suikoden games were released on the first
PlayStation. What were some of the challenges you
had to face when you switched the platform with
A - From a technological standpoint, making the 3D
event scenes was especially tough as we were just
starting to figure out how it all works.
Q - Which
moment/scene of which game do you like the
Luca Blight's death.
Q - Gameplay of
Suikoden II feels like a more refined version of
the first game. Why did you feel you needed to
change (and add) some elements to it with Suikoden
A - At the time, there were a lot of RPGs on the
market. Plus, there were a lot of people who
wanted new things out of the existing game
Q - Imagine you
had today's technology when you first worked on
Suikoden. Would it be the same game or would you
A - There's two problems that we would have.
First, RPGs have to be advanced from a
technological standpoint. Also, it would take an
awful lot of work to make a game like that.
Q - When creating
countries like Harmonia, or Scarlet Moon, did you
take inspiration from real world countries or
places from our history?
A - They are not based on existing countries.
Q - How would you
like the idea of a science-fiction Suikoden with a
spaceship as HQ and space battles?
A - I wonder how that'd turn out? The truth is, I
had a plot idea for Suikoden that revolved around
a robot (or a being much like one).
Q - Normally, RPGs
use one magic point pool for all spells, but
Suikoden uses a different system which is similar
to the first Final Fantasy. Why did you decide for
A - We were basing this off of the magic system
from the Wizardry series. We were hoping to make
it so the user would know which spells are strong
and which spells are weak and when to use each
Q - Is there a
special reason why you included the bucket and the
A - Around the time Suikoden I came out, there
were tons of RPGs on the market. So we wanted to
find some ways, even if they were only small ones,
to differentiate our game from the others. That's
why we came up with those status effects.
Q - Is there a
motif behind the True Runes? Many speculate
whether they're based on tarot cards.
A - We originally intended to have them be related
to the 108 stars of destiny. At first, we thought
of 36 (the number of Stars of Heaven in Water
Margin). But we thought 36 would be too many, so
we changed it to 27.
Q - Were the
conflicts between nations in each game inspired by
anything from history or literature (besides the
series' namesake, of course)?
A - The whole thing in Suikoden II between
Highland and the Jowston City-States was based on
the Greco-Persian Wars.
Q - When
developing Suikoden III, was there anything
planned that couldn't fit into the budget or
schedule in the end?
A - In Suikoden III, the story after the three
protagonists finally join up was shortened due to
development time restraints.
Q - The bearer of
the Gate Rune remains ageless even when the split
into the Front Gate and Back Gate Runes, so how
does it differ from the Rune of the Beginning? And
can we count the Gate Rune as a single rune even
when it's split into two?
A - The two pieces of the Rune of the Beginning
must do battle do become one, making them each
their own separate entities. While the Gate Rune
is a single entity with front and back sides, each
controlled by different people.
Q - Was Harmonia
intended to be the setting of the series' finale,
or just another chapter in a much longer
A - The Holy Kingdom of Harmonia was supposed to
play a big part in how I saw the Suikoden series
ending at the time. But the finale was not
supposed to be the player taking down Harmonia.
Q - In Suikoden
III, Estella mentions that she's traveling to
Tenjik to secure an old book. Is Tenjik a real
location in the Suikoden world, or just another of
Estella's elaborate lies?
A - About 9/10ths of what she said is completely
made up (*laughs*).
Q - How did the
direction develop for such a diverse
A - Most of the sound decisions were largely made
by Miki Higashino, the person in charge of that at
Q - Was it
difficult keeping all the lore consistent (no
contradictions) across the entire series,
including the official guides, novels, manga, and
short story anthologies?
A - We did continuity checks, but we thought it
would be nice if, just like real history, there
were a few contradictions here or there. So I
don't really remember us working on that too
Q - Bloodstained,
Yooka Laylee, Mighty No. 9 - in the past few
years, we saw many spiritual successors to famous
game series. Did you ever think of doing a
spiritual successor to Suikoden, i.e. not a
sequel, but a RPG that follows similar themes and
A - I haven't really given it much thought.
Q - Given the
opportunity, would you be willing to help make a
new Suikoden game?
A - If the production environment allowed for it
to be made right.
Q - What other
unused ideas did you have for future Suikoden
A - I had been thinking of using ships, and
(coincidentally) they ended up being used.
Q - Have you ever
considered doing what Yu Suzuki did with Shenmue
3? Borrowing the rights from Konami and bring
Suikoden VI to Kickstarter?
A - I have not.
Q - Will you
celebrate the 20th anniversary of the series with
some of your coworkers from back then?
A - I drink with the original team members at the
end of each year even now. I think it's rare for a
team to remain as close as we have.
Q - What is your
opinion on games released for mobile
A - This is difficult to answer, because there are
a wide range of mobile games available, but since
they're games, I'd like to see them get more and
Q - Have you ever
been approached by another large video game
company to create a game?
A - I'm not sure if I understand the question
correctly, but it's rare to be asked to work on a
game in its entirety.
Q - Did you ever
think about writing your stories as novels instead
of video games? How do you think a story benefits
from being a video game as opposed to a novel or a
A - On a personal level, I never had any intention
of novelizing Suikoden. The myriad of ways you can
achieve a sense of challenge and accomplishment in
games is one of its greatest advantages.
Especially the incredible feeling you get from
securing your own headquarters and growing along
with it is difficult to express through text
Q - Which
philosopher are you a bigger fan of: Mencius or
A - Humans can so easily sway to the path of evil,
which I why find value in preserving the good in
humanity. I'm of the belief that humans are born
Q - What many fans
love about Suikoden is how it strikes that perfect
balance between not merely glorifying war as a
series of heroic tales, and portraying how people
must live on amidst the constant threat of war.
What are your personal thoughts on war, political
upheaval, and revolution?
A - I never meant to portray war as neither good
nor evil. I drew up a vast array of characters of
varying sociopolitical backgrounds and creeds and
fleshed out how they would each react in this
wartime situation, but anything beyond that is the
player's interpretation. With so many factors and
multi-faceted viewpoints intertwining in a war, I
find it impossible to simply label it all as good
Q - Who is George
Silverberg? We know he is the father of Caesar and
Albert, but do you have any more details to
A - I do not.
Q - What happened
with Flik and Viktor in the three years between
Suikoden and Suikoden II?
A - Viktor was originally the type of guy who
would often wander around from place to place. I
would guess that Flik just went along with him.
Q - Do you have
any details to share about Yuber and Pesmerga?
What is their backstory?
A - Pesmerga's name comes from the Kurdish
language, meaning one who opposes death. Yuber was
chosen simply because it sounded good.
Q - What is the
nature of Yuber's Eightfold Rune?
A - He's the personification of chaos, so the
Eightfold Rune was meant to represent that.
Q - Why wasn't
Pesmerga in Suikoden III?
A - Other than Viki, there were no plans for any
other character to appear in each Suikoden.
Q - What is the
deal with Jeane and Viki? And who is young Viki?
Did you plan from the beginning to make Viki and
Jeane such mysterious characters?
A - From the outset, Viki was meant to be a
mysterious character with a timeline all over the
place. As for Jeane though, it was her character
design that started out mysterious and the
dialogue we came up with for her was meant to
Q - Is Culgan
really dead and what happened with Captain
A - Mum's the word with Culgan. As for Captain
Rowd, I'd say he made it off somehow and is doing
Q - What ever
happened to the heroes of each game? Since they
possess true runes to live forever, did they
continue to journey or did they settle down
A - Since about half of the protagonist's actions
in each game are based on the player, I think it's
best if the players themselves decide those
Q - Who is Hugo's
father? Of course Hugo from Suikoden III - not the
A - Some blonde guy.
Q - How did you
come up with the Schtolteheim Reinbach running
gag? And how do you feel about an actual
Schtolteheim being a character in Suikoden
A - We just really wanted to create an overly
exaggerated name. For them to keep it going up
until Suikoden IV makes me happy.
Q - What does
Viki's ‘Waffu’ mean?
A - I'd be teleported out of existence if I told
Q - What kind of
person was Jowy's biological father?
A - He was a reliable man, but a bit strict. So
because of that, Jowy must've had a lot of fun
sneaking off to play with the protagonist and
Nanami as a kid.
Q - Why was Jowy
not counted among the 108 Stars of
A - He's on equal standing with the protagonist in
Suikoden II, so it didn't seem right to include
him in the 108 Stars of Destiny.
Q - The
personality of the series' protagonists is wide
open to interpretation, ultimately depending on
the player, but what were they to you personally?
And now that it's been 20 years since the first
Suikoden, in your mind, how do you think they're
doing now 20 years later?
A - Personally, I've always thought of them as
typical young adventurer archetypes you find in
many RPGs. But with the weight of the world on
their shoulders as True Rune bearers, they're
forced to take on the role of a hero. This gap
creates an internal struggle, and overcoming it is
what helps them grow as a human.
Q - Is it true you
once talked about how Hikusaak and Leeknat have
entirely opposite opinions on True Runes? Could
you please expand on this?
A - I don't recall calling them opposites (forgive
me if I'm remembering this incorrectly). In
general, Hikusaak tries to gather the True Runes
under his control, while Leeknat strives to
maintain the current state of the world.
Q - The Tenson
Star Yam Koo's skin becomes so white from Suikoden
I --> Suikoden II that he could almost pass for
a different person. Did something happen to
A - There was no real plan there, so it is just a
difference in interpretation between character
Q - What's Master
Haia like? What kind of rune does he
A - Hmm... I don't really remember...
Q - Who is Nash's
wife? Is it really Sierra?
A - It's just something Nash said, so we don't
really know if he has a wife or not.
Q - Thank you for
your time, Murayama-san. In closing, is there
anything you'd like to say to the Suikoden
A - I believe that a story comes to life only when
taken as a joint collaboration between storyteller
and audience. While many things may be open to
interpretation, there is no wrong in how each and
every one of you fans may interpret and imagine a
story. I hope you will each embrace the truth that
you reach for yourselves.
Translators: Hsing Chen (Japanese ↔
English), Matthew Alberts (Japanese →
Intéressant, sans être intéressant, tout en étant
Rien ?OH YEAH !!!!
Détentrice de la Vraie Rune RMXP
Inscrit le: 28 Juil 2004
Localisation: Inconnu de la société mais que tout le monde a....
Posté le: 26 Avr 2016, 0:44
Sujet du message:
|Je l'ai lu sur fasse de bouc, mais j'en ai profité
pour faire un peu de mise en page dans ton post
Sinon, que dire... J'ai envie de dire que je
n'attendais pas grand chose de ces questions et de
Je veux dire, c'est normal dans un jeu vidéo de
laisser des points d'interrogations et de ne pas
les développer. Et Murayama n'est pas idiot. Il
sait pertinemment que, s'il révèle certains trucs,
le charme de la saga va diminuer (voire
Puis, dans un jv, même le créateur ne sait parfois
pas pourquoi il a créé tel ou tel point.
Enfin, sans compter qu'il n'avait pas vraiment la
main mise sur Suikoden 5 (sur Suikoden 4, c'était
son amie Kawano qui s'en occupait et la coachait
encore sur certains trucs) et encore moins sur
Tierkreis et Tsumugareshi Hyakunen no Toki.
Surtout sur ces deux-là, je pense que ça a pété
pas mal d'idées qu'il avait.
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