I got into it on a whim, originally; I was craving an action RPG for my DS and the original Rune Factory was there, on the shelf at Best Buy. I knew a little bit about it. I My wife had liked but eventually become sort of annoyed with Harvest Moon: Friends of Mineral Town, and I thought that perhaps I really wasn't Harvest Moon material—but here, this could be a different animal altogether. I still haven't played a real Harvest Moon game, but I know I've fallen in love with Rune Factory.
Rune Factory Frontier is now bringing the series to Wii. Thanks to XSEED, I got the opportunity to ask several questions of Marvelous' Yoshifumi Hashimoto, scenario writer and producer—though perhaps best known to me as the guy whose name is in the "Produced by" slide that I saw so many times when starting Rune Factory 2.
Rune Factory Frontier is now bringing the series to Wii. Thanks to XSEED, I got the opportunity to ask several questions of Marvelous' Yoshifumi Hashimoto, scenario writer and producer—though perhaps best known to me as the guy whose name is in the "Produced by" slide that I saw so many times when starting Rune Factory 2.
Thanks for taking the time to answer our questions today. A few of us have become great fans of the Rune Factory series, though we weren't Harvest Moon fans to begin with. I personally was still playing Rune Factory 2, which came out here last November, for many weeks, even after I beat the main quest—it really is a game that you can play for a long time.
I know you've been asked this before, but maybe you could go into detail a little bit more; from where did the inspiration for Rune Factory come, and how did that inspiration get developed into the games we're playing now? I really think you've hit on a winning formula, and I'm curious how it came to be.
I know you've been asked this before, but maybe you could go into detail a little bit more; from where did the inspiration for Rune Factory come, and how did that inspiration get developed into the games we're playing now? I really think you've hit on a winning formula, and I'm curious how it came to be.
Is Rune Factory Frontier similar in structure to the handheld games, where you have simple goals to progress but use complex and long-running systems to use to achieve them? Would you say it's got a similar length and depth, or has that been changed in light of the shift from portable to console? Did you consider making that change, if yes?
What sorts of new systems and features can we look forward to in Frontier? Anything along the lines of forging and crafting like we had in Rune Factory 2?
I've heard a little bit about the "Runeys", the little spirits you can apparently collect and use to influence crop growth; do these guys have depth of their own?