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Chapter 940 - Chapter 878 Japanese Team New Task.

Wednesday 12 June 1998 - ZAGE Tower Japan.

Right now, Zaboru was in a meeting with the higher-ups of ZAGE's Japanese development teams — Team NOVA, Team IZAN, and Team NIWA. It was a rare occasion for all three teams to receive new tasks together in the same room, but Zaboru did not mind this arrangement at all. In fact, he preferred it this way. By allowing each team to hear the general direction and entry points of the others' assignments, everyone could clearly see that no team was being neglected or sidelined. Transparency mattered to him.

Zaboru had always been careful and fair when it came to distributing projects and release opportunities among his development teams. No single team was favored indefinitely, and no team was left idle without purpose. Each group had its own strengths, its own rhythm, and its own time to shine. Bringing them together like this reinforced a sense of unity and healthy competition, reminding everyone that while they worked on different projects, they were all moving toward the same goal under the ZAGE banner.

Right now, the higher-ups of each team were already present. Zanichi Renkonan — Zaboru's father and ZAGE's CTO — was unable to attend this meeting, as he was still busy assisting Team Nexus with their new recruits in Japan. Even so, the room was filled with some of ZAGE's most important creative minds.

Representing Team NOVA were its senior leaders: Hideo Kojima, Yugo Kanai, and Daichi Sumeda, each carrying a calm but sharp focus that hinted at their anticipation. From Team IZAN sat Shigeru Miyamoto, Satoru Iwata, and Eiji Aonuma, quietly discussing among themselves while waiting, their expressions relaxed yet clearly curious. Meanwhile, Team NIWA was represented by the trio of Shinjis — Shinji Mikami, Shinji Owara, and Shinji Suyoiko — all three seated together, exchanging brief remarks and glances toward Zaboru.

Everyone in the room shared the same feeling. They were eager to hear what Zaboru had prepared for them this time, aware that whenever all three teams were gathered like this, it usually meant something important was about to be announced. Excitement lingered in the air, mixed with professional confidence and curiosity.

Zaboru smiled and spoke quickly, his tone warm but confident. "First of all, congratulations to each team for successfully completing your June release tasks. So far, the games have been excellent." He began clapping, and the entire room soon followed, the sound filling the meeting space. Zaboru couldn't help but feel satisfied as he looked around. It was clear to him that the skills, efficiency, and overall coordination of ZAGE's development teams had noticeably improved. Compared to earlier months, their workflow was smoother, their output more polished, and their confidence far stronger.

Zaboru raised a hand slightly, signaling for the applause to settle, before continuing. "That said, we can't afford to be idle," he said calmly. "Right now, all of our teams in Japan are already handling two ongoing projects. But we all know our current structure and experience allow us to handle three projects per team without compromising quality."

He tapped the large briefcase beside him. "So today, I'll be assigning a new task to each team. As usual, all the details are already prepared in these folders." Everyone in the room nodded knowingly — that briefcase was well known among ZAGE developers. It always carried Zaboru's carefully thought-out game plans.

Zaboru opened the briefcase and neatly pulled out several folders. Curiosity spread through the room, but no one interrupted. A light chuckle escaped Zaboru as he organized them. Then, without hesitation, he stepped forward and handed the first folder to Team NIWA.

"As you all know, Team NIWA has extensive experience when it comes to creating JRPGs," Zaboru said calmly. "Because of that, your next task will be to develop a new JRPG project." He stepped forward and handed the folder directly to Team NIWA — to Shigeru Miyamoto, Satoru Iwata, and Eiji Aonuma — letting the weight of the moment sink in. As they opened it, their eyes were immediately drawn to the title written clearly on the cover: Trails in the Sky – First Chapter. The room grew noticeably quieter as the significance of the project became clear.

Zaboru smiled and continued, his tone thoughtful yet confident. "At ZAGE, we have a great deal of experience when it comes to JRPGs. Our IPs include Dragon Quest, Phantasy Star, Tales of Phantasia, Final Fantasy, Shin Megami Tensei, and many others. Most of these titles are designed so each story can stand on its own. You can enjoy the sequels without necessarily playing the previous games, because while they are connected, the narratives aren't overly linear."

He paused briefly, letting the comparison settle in. "Trails in the Sky will be different. This is a story-first JRPG — one where continuity truly matters. The world, the characters, and their relationships are meant to grow and evolve over time. What you establish in this first chapter will become the foundation for everything that follows."

Zaboru smiled again. "This isn't just a single adventure. It's the beginning of a long narrative journey that will expand across future installments. Players won't just remember the gameplay — they'll remember the characters, the events, and the emotional connections they form along the way."

"Aside from the story, the game will also feature a deep combat system built around gem-based abilities," Zaboru explained. "For example, the main character, Estelle, has the potential to equip up to six orbs. The number and type of orb slots each character has will differ, meaning every character develops differently. Each orb carries unique abilities, and the system is designed so players must think carefully about how they build their party."

He continued, pointing at the document. "These quartz systems are powered by devices we call Orbments, while the gems themselves are known as Sepith. In total, the game features seven types of Sepith: Fire, Water, Wind, Earth, Time, Space, and Mirage. Each element has its own strengths, weaknesses, and role in combat — some focus on raw damage, others on support, control, or utility."

Zaboru paused briefly, letting the concept sink in. "This system allows for meaningful customization without turning every character into the same build. Your choices will matter, and experimenting with different Sepith combinations will be a core part of the gameplay experience."

Everyone settled into silence as they carefully read through the information in the folders, nodding as the mechanics became clearer. Zaboru watched their reactions for a moment… then continued.

"Quartz can vary, and each elemental Sepith has its own abilities, tiers, and roles," Zaboru explained in more detail. "Because of that, players are able to unlock powerful magic skills — what we call Orbal Arts. However, stronger Orbal Arts don't come freely. They require very specific conditions. The Orbment slots must be filled with the correct combination of Sepith."

He tapped the document lightly. "For example, one of the ultimate Flame-type Orbal Arts is called Volcanic Rave. Activating it doesn't just require Flame Sepith alone. It also demands a precise balance of Earth and Space Sepith as support elements," Zaboru explained. "Fire provides the raw destructive power, Earth stabilizes the energy so it doesn't spiral out of control, and Space acts as a catalyst that amplifies the effect. Without that balance, the Art simply cannot be activated."

He continued, clearly emphasizing the intent behind the design. "This system forces players to think beyond simple damage stacking. Instead of just filling every slot with the strongest element, they need to consider synergy, balance, and long-term planning. A character built for Volcanic Rave may sacrifice access to other Arts or utilities, but in exchange, they gain something truly powerful. That trade-off is intentional it makes every build feel meaningful and earned."

Zaboru continued, his tone instructional. "Through this system, players can freely experiment and adjust each character's build based on their preferred playstyle, whether they enjoy aggressive offense, careful control, or supportive roles. At the same time, certain characters will naturally have affinities toward specific Sepith types, reflecting their personalities, backgrounds, and combat styles. That means there are limitations — but those limitations exist to create specialization, not restriction. Instead of forcing every character into the same role, the system encourages identity and purpose. When characters are built correctly, those affinities don't hold players back — they become their greatest strengths, allowing each party member to shine in a way that feels natural, distinct, and rewarding."

The higher-ups of Team NIWA nodded as they read through the explanation, clearly understanding the depth and intent behind the system. Seeing their reactions, Zaboru continued.

"Next is the story," Zaboru said, his tone softening slightly as he shifted focus. "Like most traditional JRPGs, this game will have plenty of side content — optional quests, character moments, and world-building stories that reward players who take their time. But remember, this is the First Chapter. From the beginning, I've planned Trails in the Sky as a multi-installment series. The story will continue, grow, and evolve across future entries."

Zaboru smiled as he continued. "The most important thing is that the story must make players genuinely care about the characters. We want them to become attached — to want to follow these people, to see how their lives change, and to experience the continuity of a story they love over time."

He tapped the folder lightly. "The main character of this game is a girl — Estelle Bright. She's energetic, stubborn, emotional, and very human. And yes, the story also places strong emphasis on romance, particularly her relationship with the male lead, Joshua Bright."

A brief murmur passed through the room as a few people exchanged glances at the shared surname, some eyebrows lifting in quiet surprise. Zaboru noticed it immediately and let out a light chuckle, waving his hand dismissively to calm the room. "Relax, it's not incest," he said with an amused grin. "They share the same family name because Joshua was adopted into the Bright family when he was young. They're not blood-related siblings — their connection is one of circumstance, not lineage."

He smiled again, but this time his tone shifted, becoming more serious and deliberate. "That dynamic is important," Zaboru continued. "Their relationship is meant to feel complicated, emotional, and human. They grow up together, they rely on each other, and those feelings slowly evolve into something deeper over time. It's not sudden, it's not forced, and it's never treated lightly."

Zaboru looked around the room as he finished. "This relationship is one of the emotional pillars of the series. It adds vulnerability, tension, and growth to the story, and it gives players a reason to care about both characters beyond combat or progression. If done right, it will stay with players long after they finish the game." 

Zaboru then said, "The release date for this game is set for January next year, which gives the team seven full months to work on it." Team NIWA nodded in agreement, knowing that the schedule was demanding but completely achievable.

Zaboru continue to explain about the core gameplay and the stories and then finally the QNA sections as Shigeru Miyamoto ask.

"Boss, why do we need to limit some characters' Orbment slots?" Shigeru Miyamoto asked. "Why not just allow everything? That way, each character can become whatever the player wants, and their uniqueness can come purely from the story."

Zaboru nodded, clearly expecting the question. "That's a good point — and it's a common trap," he said calmly. "The problem is that character building through story alone doesn't work if the gameplay tells a different story. If a character is written as calm, supportive, or strategic, but in gameplay they can be built exactly the same as an aggressive damage dealer, the illusion breaks. Players may read about a character's personality, but they feel the character through gameplay."

He continued, his tone more deliberate. "Role-playing games live and die by consistency between narrative and mechanics. Each character has a background, personality, and role in the story — which naturally comes with strengths and weaknesses. The Orbment limitations exist to reinforce that. They're not there to reduce freedom, but to give direction."

Zaboru gestured lightly as he explained further. "It's not that a character has fewer Orbment slots. The limitation is more subtle — for example, a character might have one slot that must always be filled with Water Sepith. That single rule already shapes how the character plays, how they support the party, and how players perceive them. Over time, players don't just know who the character is — they feel it through combat."

He finished firmly. "If everyone can do everything, then no one feels special. Story alone can't carry identity if gameplay contradicts it. Mechanics must support the narrative, or the role-playing falls apart."

Shigeru Miyamoto nodded slowly, clearly understanding the reasoning, and the question-and-answer session continued.

Satoru Iwata raised his hand slightly and spoke up. "Boss, let's say this series continues into a third installment. Don't you think that might be intimidating for new players?" he asked thoughtfully. "They might think, 'Damn, I didn't play the previous games, so I probably won't understand the third installment at all.' That kind of hesitation could stop them before they even start."

Zaboru chuckled softly and nodded, clearly understanding the concern. "Yes, that will definitely happen, Satoru-san," he said honestly. "Some players will feel intimidated by the number alone. That's unavoidable when you commit to a long-running narrative."

He continued, his tone calm and confident. "But that's fine. As long as we provide a solid story and solid gameplay in every installment, new players will still come. Some may arrive late, some may start in the middle, but if the experience itself is strong, they'll want to go back and catch up."

Zaboru smiled slightly. "What matters is that each game respects the player's time. We can offer recaps, strong introductions, and clear emotional hooks. If we do that right, the series won't scare players away — it'll invite them in."

Satoru Iwata smiled and nodded in agreement, clearly reassured by the answer.

The Q&A session then continued for a while longer, until Zaboru finally concluded Team NIWA's assignment. With that settled, he shifted his attention to the next agenda. The upcoming task for Team IZAN would be something far more unconventional — a project heavily inspired by an underrated title from Zaboru's previous life: Rising Zan: Samurai Gunman.

To be continue 

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