Dewprism Interview
It’s from 2020, but below is an interview I translated with Threads of Fate/Dewprism Programmer Koji Sugimoto and Writer Daisuke Watanabe. A link to the original article is below. Enjoy!
https://www.inside-games.jp/article/2020/01/16/126852.html
Looking Back on Twenty Years of Dewprism! Reader Comments, Words of Appreciation from the Development Team—and What Fans Can Do Now. (Interview)
"Dewprism," an action RPG for the PS1, is still beloved by many users to this day. For the game's twentieth anniversary, we asked the development team for their memories and secrets! Please take a look.
Back in 1999 when the universally popular Playstation console was still in its adolescence, numerous beloved titles that have gone down in gaming history made their debut.
Even SquareSoft (now Square Enix) of Final Fantasy fame put all their focus on the Playstation console, and in 1999 they launched several new series like Seiken Densetsu: The Legend of Mana. Another new ambitious IP, the action RPG Dewprism, released on October 14th, 1999.
The story follows the adventures of the kindhearted Rue and Mint, the selfish princess of the East Heaven Kingdom. With two different protagonists as well as two unique storylines, Dewprism's style successfully blended drama and comedy. Each character's special abilities and battle techniques also added to action-based gameplay.
The charming characters, lively 3D animation, and countless heartfelt, memorable scenes have produced a work beloved by many and still discussed on social media to this day. It holds a special place in this writer's heart as well.
Flash forward, and now the delightful Dewprism has reached its twentieth year on October 14th 2019! To celebrate this anniversary, we interviewed staff from the original development team. In addition to questions about the road to Dewprism's conception and fond memories, we delivered fans' honest comments to the staff. Please be sure to read until the very end!
The Birth of Dewprism!
—First, please check out how Dewprism got its start.
Koji Sugimoto: As director, first I drafted a rough proposal. We initially decided on "a casual full 3D action game for children" and build on that as we discussed what kind of game and story to make. Later, since Masaki Kobayashi-san and I were the only programmers, the two of us wrote most of it.
Koji Sugimoto Profile:
Senior Lead Engineer
Works:
· Chrono Trigger
· Xenogears
· Final Fantasy X, X-2, Type-0
· Final Fantasy VII: Crisis Core
· Schoolgirl Strikers
Masaki Kobayashi Profile:
Lead Programmer (Luminous Productions)
Works:
· Radical Dreamers -Unstolen Jewel-
· Xenogears
· Final Fantasy X, X-2, XV, Type-0
· Final Fantasy VII: Crisis Core
Daisuke Watanabe: I joined the development team when Dewprism was about half a year into production. Around that time, the characters and world setting still involved a lot of trial and error. We wrote the script while working out the details. That's probably why there was still plenty to figure out later. (laugh) However, a lot of good came out of it.
Daisuke Watanabe Profile:
Writer
Works:
· Mobius Final Fantasy
· Final Fantasy X, X-2, XII, XIII, XIII-2
· Lightning Returns: Final Fantasy XIII
· Kingdom Hearts: Chain of Memories
—Dewprism struggled to gain a foothold. On that note, how did the opportunity arise?
Sugimoto: Square was developing several big titles at the time, but it was company policy to make even the smallest game a satisfying challenge. Amidst all this, it was a "raise your hand if you're interested" kind of situation. I figured "why not" and jumped on board. We had just finished Xenogears, so they asked the (empty-handed) staff and found about twenty volunteers. We actually had a playable demo for the presentation, which is probably why it was quickly approved.
—So, development was a twenty-person crew. What kind of scale did you work on?
Sugimoto: It was a pretty small scale. There were a lot of minor projects at the time, but twenty people was almost unheard of.
—Games were being released left and right. Front Mission 3 came out a month before Dewprism, Chrono Trigger and Chrono Cross came out just a few months later, then Parasite Eve 2.
Sugimoto: Late 1999 was hectic.
—Making a 3D action game with only twenty people sounds difficult. How was it?
Sugimoto: Since Xenogears was also in 3D, we had gained a bit of know-how. I think that helped a lot. We weren't sure how much our limited manpower could handle, so we made two main characters and storylines to maximize our data... Well, that was the idea at least.
—In other words, the story grew bigger.
Sugimoto: I told myself it would all work out somehow. I was young and reckless. (laugh)
—A portion of the story fell to Watanabe-san as the volume increased, right?
Sugimoto: (When Watanabe became involved) Writer Makoto Shimamoto has already planned out the basic synopsis and characters, but the finer details hadn't been finalized yet. This role was gradually transferred to Watanabe-kun.
Watanabe: When I joined the project, Rue and Doll Master were already fleshed out. Rue's basic goal to revive Claire with the Relic was set, but Mint's motives were still undecided. We needed a simple-minded character to break that deadlock, and her objective became world domination. (laugh)
—That IS simple-minded. (laugh)
Watanabe: It's her trademark. (laugh) And that's how Mint became the character you all know and love.
Sugimoto: I feel like we asked a lot of you.
—Doll Master is an important figure to both Rue and Mint, but was the link between Mint and Doll Master added later?
Watanabe: Rue and Doll Master's connection had already been decided, but initially Mint was totally unrelated. That wasn't very interesting though, so we thought maybe they could be from the same hometown. The East Heaven Kingdom was soon born, and that's how Mint went from a treasure hunter to a princess out for world domination. However, once we decided to give each storyline a unique atmosphere, a key character was added as a foil for both protagonists. That was Mint's younger sister Maya.
—Let's talk about Maya's importance.
Watanabe: Maya's aura differs between the two storylines, but she isn't two-faced. People's attitudes often change to reflect their surroundings. We don't behave the same way at work as we do with family. In that way, I wanted to make a game that showed multiple sides of a character that varied according to their situation and those around them.
—Maya certainly seems different in Rue's route than Mint's.
Sugimoto: Maya is the most beautiful character. (laugh) The story came together wonderfully thanks to Watanabe-kun's contribution.
—Many others were involved as well, but Sugimoto-san helped get Dewprism off the ground while Watanabe-san polished the characters and story to a brilliant shine.
Creating a Sense of Motion! The Hard Effort Behind Flowy Clothing
—I'm speaking from personal experience here, but didn't the NPCs in Dewprism look directly at your character? Even if the player moved, their gaze would follow you. Dewprism was the first time I'd seen something like that. It was a huge shock.
Sugimoto: Our thought was to create as much expression as the technology would allow. We did it on a whim since the neck could calculated at different angles, but I'm glad you were pleasantly surprised.
—It really threw me off guard.
Sugimoto: It's almost too small to notice, but both the pupil and eye white textures move as well. I think details like that help the characters come alive. We calculated movement into every part of the body.
—Speaking of "coming alive," it wasn't just characters and clothing. The props and decoration were equally intricate.
Sugimoto: At the time, a lot of characters in other games were empty-handed, so we said, "Let's distinguish ourselves by including detailed accessories and equipment. CPU processors are faster these days, so we can add more polygons!"
Watanabe: Exactly! When I first saw Rue, he had proper footwear and travel gear. I thought to myself, "Wow, this guy is ready for anything. He's not the type to recklessly charge ahead."
—Did the characters seem to evolve as you worked on the models and animation?
Watanabe: Absolutely. I learned a lot about motion in particular.
Sugimoto: While putting together the Dewprism team, I approached Motion Designer Takeshi Kanda first. We had worked together on Xenogears, and I wanted the game to highlight his skill. He was by far one of the best in the business. In addition to the two protagonists, he also handled most of the other characters. The quality visibly improved as a result.
—Next, I took the liberty of collecting reader comments for this interview...
Sugimoto: Wow, look at all these. I'm thrilled!
—Many readers praised the animation, particularly Mint's foot stomp. (laugh)
Sugimoto: The foot stomp was so novel, I doubted anyone else could have thought of it. Kanda-san truly outdid himself. The fluttering (clothes) were his idea too. Just as we were about to calculate and ready the program, he'd already perfected the effect. So, everyone decided it was best to leave any billowing outfits to him.
—So, it was done manually?
Sugimoto: Yes, it was all manual. In the time since Dewprism came out, I feel like billowy movement has grown more popular. Other companies now include it as well.
Mint's Hatred of Pumpkins was an Afterthought?!
—What do you remember most about making Dewprism?
Watanabe: Good question... Everything, I guess? (laugh) It was a pretty hectic time for me. After all, I'd never written a game scenario before. Before then, I was in the publishing business as an editor for Kadokawa's Dragon Magazine and Fujimi Fantasia Bunko. In that industry, stories mostly depend on one writer's grandiose imagination. However, (for Dewprism's development) we had all these ideas but production couldn't keep up. Figuring out what we could accomplish with our limited time and resources while keeping concepts reasonably in check—it was a tall order. (laugh) I became obsessed as I considered how to make things interesting.
—Game development sounds like hard work.
Watanabe: As we discussed earlier, various aspects like Mint's character were finalized. However, the chronological scenario from start to finish was nowhere near completion. For example, since the game didn't have any voiceover, lines could be tweaked even late into production. It was released in October, but if you look at the original data, there are some notes that say, "Modified in July." (laugh)
—If you take distribution and PR into account, that's cutting it close.
Watanabe: It wasn't just about aligning the game with the story either. Sometimes we had to go back into the story while making the game. The biggest example of this...was Mint's hatred of pumpkins added at the eleventh hour.
—Even though it's a huge part of her character?!
Watanabe: While tossing around ideas for low-level monsters with Planner Haruyuki Nishida, rolling pumpkins were brought up. This led to "Wouldn't it be funny if Mint really hated pumpkins?" and it added to her character.
—Isn't her distaste made obvious at the start of the game?
Watanabe: Actually, the opening scene was made towards the end of production. (laugh)
Sugimoto: There's even more hidden history—Character Designer Tsutomu Terada came up with the pumpkin motif on Mint's bag. (laugh)
Watanabe: Oh, yeah. Is it okay that we left it in? (laugh)
—She probably chose it on purpose to help overcome her phobia. (laugh) At any rate, it sounds like working on Dewprism was quite the learning experience.
Sugimoto: Definitely. There's no question I grew a lot over the course of the project.
Watanabe: We didn't wing it, that's for sure.
—It seems like everyone on the development team came up with ideas even while working on other projects.
Sugimoto: Yes, that was especially true in the beginning. We'd all get together and ask each other things like, "How about this for Fancy Mel's stage?" and "Wouldn't stars look cool?"
Watanabe: Oh yeah, like Starlight Duke. (laugh)
Sugimoto: Once everyone gradually grew busier, the design team and I worked out the rest of the details. Speaking of development memories, we buckled down on corny jokes. You know, like "Oh, my boots are untied." (laugh)
—That was when Mint tried to jump kick Rue and missed when he crouched down to tie his boots, right? (laugh)
Sugimoto: Nishida had said something like, "Promises are called 'promises' because they have a definite sense of intrigue." It started out as a silly idea, but in the end we laughed at the actual scene. The game was for kids, but I figured that if everyone else shunned these kinds of jokes, we might be the first. I wanted to keep that energy.
—A lot of comments we received mentioned the boot lace scene. (laugh)
Watanabe: You can't beat the classics. (laugh)
—Incidentally, about half of the comments were from people in their thirties. It's been twenty years since the game's development, so such players were between 10-19 years old at the time. Was that your target audience?
Sugimoto: Yes, we roughly had that demographic in mind. Since our previous game Xenogears had a lot of kanji and a complicated storyline, we were aware that elementary school kids might not enjoy it as much. Dewprism was the result of our desire to attract a new generation of Square fans and create a game that younger children could enjoy. In addition, I thought perhaps Square would appreciate a cheesy fantasy instead of science fiction.
—Dewprism is undoubtedly a fantasy, but unlike the medieval fantasy titles that were widespread at the time, there's a somewhat folksy quality to it.
Watanabe: At the time, Final Fantasy Tactics was the poster child for medieval fantasy, and the team working on Vagrant Story was right next door. In that kind of atmosphere, we had to be original. This influenced Dewprism's artistic direction.
Sugimoto: The East Heaven Kingdom was your idea, right?
Watanabe: I wanted Mint to come from a distant land. I'm an old man who enjoys fantasy like D&D, (laugh) but that wasn't my aim. In the end, I took inspiration from various sources. By the way, I really liked Panzer Dragoon. I was Team (Sega) Saturn.
—Panzer Dragoon also has a unique fantasy vibe.
Watanabe: My girlfriend (at the time) and I bought a Playstation and played FFVII, but she took everything after she dumped me. (laugh) I told myself, "I can't take this anymore!" and "I'm going to live for me!" and applied to Square. After Dewprism was finished, Sugimoto-san bought me a Playstation. (laugh)
—If she hadn't left you, Dewprism probably would have looked very different. (laugh)
Watanabe: You may be right. (laugh)
—The world of Dewprism has a mysteriousness unlike most fantasy titles.
Sugimoto: You can thank our Designer Terada for that. In addition to the main character designs, he did several of the environments as well.
Watanabe: His art direction struck me deeply. For example, the forest wasn't just a row of trees but rather a fitting stage for our protagonists' adventures. The world was born from these environments.
Mint's Influence on Future Characters
—Please tell us more about the two main characters.
Sugimoto: Shimamoto had proposed Mint's character, and her simple innocence really surprised me. She wasn't like many game protagonists at the time, which might explain her popularity among female players. Rather than a damsel in distress, Mint is someone who forges her own path.
—[Our company] Inside focuses on male-targeted games, so our female readership is relatively small. However, the comments we received for this interview were 53% male and 47% female. It's very rare for us to hear from so many female users over a single game.
Sugimoto: I'm glad to hear it.
—At the time, most action RPGs were targeted towards boys, right?
Sugimoto: You're right. In Dewprism's earliest stages, we intended to have one female heroine. But in those days the consumer market was primarily male alongside most game protagonists, so we were told a heroine would be a tough sell. So, we decided to include both.
Watanabe: The overall opinion seemed to be "(Boys) won't want to play as a girl."
Sugimoto: Elementary school boys would probably be too embarrassed. On the other hand, we thought girls who had been playing as male characters up until that point (because there was no choice) would appreciate it.
—Female main characters are much more common these days.
Sugimoto: Indeed. I'm glad the player community has become so diverse.
Watanabe: Also, there's a difference between a heroine that's fun to watch and a heroine that's fun to play as. I've never really liked the helpless type, and when writing a game scenario, you'll get nowhere if the character has no will of their own. No one wants to play a game where you just wait around for something to happen. The player needs to step forward and set off on their adventure. For me, Mint felt like a source of inspiration as I later fleshed out Final Fantasy X's Yuna and Final Fantasy XIII's Lightning. She showed me that heroines can be both endearingly cute, strong, and capable.
—In a way, she was the start of it all.
Watanabe: I'd like to consider it a successful experience.
—Mint's tale is very much about her relationship with her sister Maya. Furthermore, it is also revealed that Rue and Doll Master share a brotherly connection. Is there a reason you included these familial themes in each story?
Watanabe: I honestly can't remember what I was thinking twenty years ago. (laugh) ...I decided to make both Rue and Doll Master dolls, and I also wanted to give Mint a unique quality that was easily understood. Something like "rivals at a magic school" would require significant explanation, but a relationship between sisters is immediately understood. I choose this connection in order to convey the most information in the shortest amount of time. At the time, I felt like a lot of games were hyper-focused on complex lore and thought, "Even if we create an intricate world, we don't have to explain every little detail." That's why Dewprism's terminology is kept simple; there are no big words or katakana. We kept it as short and sweet as possible.
Sugimoto: It was also a huge help that the characters could express themselves in 3D.
Mint's Missing Father Was a Muscular Mage?!
—Can you tell us more about the gameplay?
Sugimoto: (As a player) I'm not very good at action-adventure games, so I wanted to make it as easy as possible. If the player presses a button, the character will automatically turn around and attack, so there's no need for advanced controls. ...Still, that decision probably made some areas more difficult than others. (laugh)
—...I think I know what you mean. (laugh)
Sugimoto: We aimed for a fair balance between Rue and Mint's skills. Their jump height is the same, and even their attack power was mathematically adjusted. I don't recall any discrepancies, but Mint's flying kick was a fan favorite. (laugh) Maybe it just felt satisfying, but apparently some players beat the game with that alone.
—I can understand the desire to specialize in flying kicks. It really became part of her character, didn't it? (laugh)
Watanabe: Mint is a magical girl who knows how to tussle. (laugh) This didn't make it into the final game, but the East Heaven Kingdom has a family motto: "Magicians can't equip weapons or armor. So, what do we do? Strengthen our bodies!" They probably trained in iron clogs or something. (laugh)
—Mint's flying kick must've been the fruit of her labors. (laugh)
Watanabe: It's also why she eats so much. (laugh)
—By the way, I heard Mint's father was supposed to appear.
Watanabe: Yes, as a meathead magician. (laugh) He's probably the one who came up with the family motto.
—What kind of character would he have been?
Watanabe: All brawn and no brains. (laugh) He'd take a swing while saying stuff like, "My FIST is the real magic!" I'm totally kidding though. (laugh)
—I can see the family resemblance. (laugh)
Sugimoto: Like the Bull Demon King [from Journey to the West].
Watanabe: Exactly. A magician who is better with his fists. (laugh)
—I would've loved to see that. (laugh) Speaking of which, both Mint and Rue have their own unique weapons. Most people associate fantasy heroes with swords, but axes (Arc Edge) and rings (Chakram Rings) are practically unheard of.
Sugimoto: Yes, the rings were unusual.
Watanabe: When I first watched Mint wield her Chakram Rings, I thought, "This is awesome!!" Later when I saw Rue, it was more like, "This chill-looking guy sure has a terrifying weapon." (laugh)
Sugimoto: The motion team was incredibly innovative to combine the two rings in one magic attack. Who would've guessed?
Watanabe: It wouldn't have been possible with a wand or staff.
—So, that animation was the motion team's work?
Sugimoto: Yes, the movement at least. The idea for the rings themselves came from Shimamoto.
—Mint can use magic and Rue can transform into monsters. Was it difficult to create such drastically different skills?
Sugimoto: The design team proposed the "transformation" idea, but we decided to have Rue transform and Mint cast magic instead. Nishida always had the best suggestions and provided both magic and post-transformation illustrations, so we quickly implemented everything.
—Spells in most games are independent of each other, but the magic in Dewprism is a combination of "Color" and "Effect." Was it difficult to keep track of them all? I should think so.
Sugimoto: Yes, but at least we didn't need to include every single combination.
—Even so, there are over thirty spells. That was an impressive number for action RPGs at the time.
Sugimoto: I thought it'd be more interesting to combine different effects than just choose one magic and press a button. Our Programmer Kobayashi provided various magic animation.
Watanabe: I saw that one ring spell fly out and thought, "This is like Gradius." (laugh)
—You must mean the blue Ripple magic. (laugh)
Sugimoto: The groundwork for the game's program was pretty much complete by that point. We just had to polish it up, so there was an excited energy.
Reading Fan Comments and a Look Back on Dewprism
—We've received a lot of comments about how Rue's ending left a deep impact on people.
Sugimoto: I see.
—Many were surprised by his realistic reaction. Although he had finally reunited with Claire, he couldn't speak or even look at her.
Watanabe: Even now, when writing a scenario it's my worst fear that whatever I put into words will ring false.
Sugimoto: Cutscene Planner Yaeko Sato would sometimes use both "space" and the camera to create atmosphere without any dialogue. I think it was very effective.
Yaeko Sato Profile:
Planner
Works:
Final Fantasy VIII, XI, XII, XIV
—There were also a number of comments about Mint's threats. (?) Like, right before the final battle when she yells, "Your butt's going to hell!" and Maya joins in with a "We will triumph!" (laugh) You could definitely tell they're sisters.
Watanabe: I like when the same line has a different nuance. She had made constant threats up until that point, but they took on a cool flair. Even for Rue, the curse that once controlled him, in the end, set him free. I suppose you could might call it foreshadowing.
*Translator note: The Japanese line is 「ボコボコ」and remains pretty much unchanged throughout the game, but the English version is a bit more varied. I reflected this in the translation.
Sugimoto: Maya's "We will triumph!" was the end goal, right? A disciplined character like her wouldn't speak out like that.
*Translator note: For context, Maya's line in the JP version, 「ぼこぼこですわ!」is much more out of character for her than the official English "We will triumph!" translation.
Watanabe: The fact she doesn't show that side of herself in Rue's story also adds a layer of interest. I think the fist fight in the hotel was the worst of it, and neither princess admits they're sisters in Rue's story.
—There are surprises if you play Mint's story first then Rue's, and vice versa.
Watanabe: The "zapping" method was popular back then, but it would have revealed half the story. Instead of giving away spoilers in sequential order, we thought it'd be better if each character had their own route.
—Another reason why Dewprism is so unique.
Watanabe: At first, I couldn't get a grasp on Maya's character. However, I wanted her to contrast Mint, and the rest is history.
—Is there a scene in Rue's route that left a deep impression on you?
Watanabe: I only remembered this recently, but Rue and Claire live in a snowy cabin at the beginning of the game. That image reminded me of Moomin.
—Oh!
Watanabe: This is just me personally, but that cozy life deep in the mountains is a lot like the Moomins. Although quiet and naïve, there's an inner fortitude. It feels like a supportive environment and a fine place to grow up.
—Rue does have a rather refined air.
Watanabe: He snaps on occasion, but I agree. (Reading fan comments) Ah, the "Sukatangou." How nostalgic. We chose that name early on. It just felt right. (laugh)
*Translator note: The Pinto, Mint's name for the Pulsar Inferno Typhoon Omega, in English.
—So, "Scarlet Typhoon Excellent Gamma" came from "Sukatangou." (laugh) Based on the comments, Rue and Mint are easily the most popular characters.
*Translator note: The "Pulsar Inferno Typhoon Omega" in English.
Watanabe: That's great.
Sugimoto: I'm glad there's no obvious discrepancy.
—More than a few Mint fans even call her "Mint-sama." (laugh)
Sugimoto: Among the staff, we always called her "Mint-san" to show respect. (laugh)
—Unsurprisingly, Maya is a close third. There are also those who love Duke. "Starlight Duke's" star is far-reaching. (laugh) Many were also touched by his relationship with Belle.
Watanabe: All the women in Dewprism are tough cookies. (laugh)
—No kidding. (laugh)
Watanabe: Speaking of which, there's a touching scene in Rue's story right before the last dungeon. He goes to Fancy Mel's, and they discuss his resolve. Choices are offered throughout the conversation and the player can answer as they please, but in the end she wishes you good luck. This is right before you head to the last dungeon, so I made sure to include words of encouragement regardless of someone's answers. I've been writing game scenarios for a long time, but ultimately games are supposed to be fun. I love nothing more than cheering the player on and telling them, "You've got this!"
—Motivation is key.
Sugimoto: Still, I can't thank everyone enough for their comments. There's passion in every word.
—Mint is so selfish and conceited that she could have easily turned people off. It's pretty amazing how she's this popular.
Sugimoto: You can't deny her quirky charm.
Watanabe: As I was writing Mint's character, I realized she's honest with herself and others.
—Yes, her words always ring true.
Watanabe: Mint doesn't hide her selfish desires, but she's a good person at heart. I won't hesitate to sing her praises.
—Since there's no pretense, you can trust whatever she says.
Sugimoto: Reading these comments, many have praised the animation. I'm glad to see we achieved our goal. And, of course...there's countless mention of the untied boots. (laugh)
Watanabe: We must embrace the corniness. (laugh)
Sugimoto: The scene was the first one our Planner Sato worked on after finishing up Final Fantasy VIII. She really brought it to life.
Watanabe: I doubt the joke would have landed if we'd only used text and portrait art like in a visual novel. (3D characters) can truly perform and capture the mood. On another note, it was also memorable to walk around town after all was said and done. With the last boss vanquished, it made you want to explore this new, peaceful world and say farewell to everyone.
—Most games will roll credits after the final boss is defeated and the final cutscene plays. Once again, Dewprism is unique in that way.
Sugimoto: Sato, the Planner I mentioned earlier, loves endings and has completed various games on her own. She said, "I want a save point before the ending," so we added one in. Sato was mainly in charge of the final cutscene after the last boss. It was her dearest wish to end the game on a high note.
—I speak only for myself here, but I'm the type who likes to save before an important scene. I was thrilled to find out I could do so right at the end. The Gallery function is more common in games nowadays, but not back then. A manual save was a good substitute.
Sugimoto: In those days, players could only wish there was a Gallery. There was no room for error.
Dewprism, Beloved by Players and Staff Alike
—By the way, how old were you when you directed Dewprism, Sugimoto-san?
Sugimoto: I was 23. Still, I'd been in the business for five years by that point, so I guessed I seemed like a veteran.
Watanabe: Oh right. Back then, five years was veteran status.
—The release of the Playstation ushered in a new era of game development, didn't it?
Sugimoto: I was very fortunate in that regard. There were veterans who had been with the company since the Famicom era, but as 3D became more widespread and the programming language switched from Assembly to C, it felt like everyone's level of experience had been temporarily reset. Thanks to that, a newbie like me could stand at the starting line and still get ahead. I was truly blessed by my circumstances.
Watanabe: It wasn't like we could create whatever we wanted. Rather, it was a matter of doing our best within those limitations. Everything was born of necessity, and we did our absolute best to make it work. The pumpkins were the same way; the idea hadn't been intentional, but other factors contributed to its creation. In that way, the world and characters naturally came together. We were so efficient because there was zero room for error (laugh), but in a way, the amount felt manageable. Like, "Yeah, I can somehow finish this if I pull an all-nighter." (laugh)
Sugimoto: Thanks to Xenogears, we'd gained a lot of 3D experience. In game development, you steadily improve with the second and third titles.
—Dewprism's timing really was impeccable.
Sugimoto: Still, late 1999 was rush season for the entire industry. In that way, it wasn't too ideal. (laugh)
—There was a lot of competition, wasn't there?
Sugimoto: We were a small team, so our expectations were modest initially. The objective was to create a game that provided a decent challenge on a shoestring budget. However, Dewprism drew a lot of interest online and scored a worldwide release when it was included as a demo alongside Seiken Densetsu: Legend of Mana. That led to further development, and expectations for the game gradually rose. It was incredible.
—I'm sure it felt like all your efforts had paid off.
Sugimoto: Exactly! Unfortunately, the sales report after its first day of release was dismal. Although deflated, we weren't too surprised. However, later market research indicated this was due to insufficient promotion. (Because of this) We felt a bit relieved and were just glad to get an international release.
Watanabe: Who would have ever imagined we'd be here talking about it twenty years later?
—It's clear from these many comments that Dewprism is still beloved today. I don't mean to digree, but after Dewprism was finished, what projects did you move on to?
Sugimoto: Unfortunately, we could never make a Dewprism sequel, so the both of us moved on to Final Fantasy X, and others were transferred to Final Fantasy X and Final Fantasy XI.
Watanabe: Yes, we focused entirely on Final Fantasy X after that.
Sugimoto: Yoshinori Kitase-san thought highly of Dewprism, so it was easy for our team to get in touch with him.
Yoshinori Kitase Profile:
Head of Square Enix's Creative Business Unit I
Producer of Final Fantasy Remake
Works:
Final Fantasy V, VI, VII, VIII, X, X-2, XIII
Mobius Final Fantasy
Others
Watanabe: When I did a live broadcast for Mobius Final Fantasy with Kitase-san, he said, "Aren’t you going to mention Dewprism? You definitely should!" and "This character was inspired by Dewprism, right?"
—It sounds like Dewprism is well-regarded among Square Enix's creators.
Sugimoto: Yes, thank goodness. (laugh) Like I said before, it was impressive that Dewprism saw release despite such a small team and budget. It also looks like those who had specialized in 2D almost seamlessly switched to 3D afterward.
Watanabe: When I was out drinking at an izakaya, I ran into Yasumi Matsuno-san. He called out, "Hey, Watanabe-kun!" and when I recognized him I couldn't believe my eyes. (laugh)
—Not only does Dewprism have countless fans, it has surprised fellow creators as well. Thank you for this opportunity to look back on the past twenty years.
Watanabe: Although we made Dewprism, it's no longer ours alone. It belongs to everyone. Of course, I keep this desire in mind with each project. Two decades ago, I never could have imagined how Dewprism would connect people around the world and elicit so many warm comments. It's only thanks to everyone that we've reached this incredible milestone. Like all those who supported Rue throughout his journey, I can feel their voices of encouragement push me forward. I'm truly grateful.
—Yes, just like Rue's friends, Dewprism's countless fans are cheering you on even now.
Sugimoto: It sounds really cool when you put it like that. (laugh)
Watanabe: Well, I am a writer. (laugh)
Sugimoto: I don't think I can deliver the same flair as Watanabe (laugh), but I'm truly proud to create a game that kids who played our game twenty years ago still remember as adults. I never guessed something like that would happen in a million years, and I'm once again glad that we gave it our all. In commemoration of Dewprism, I'll be on Twitter on 10/14 to keep the momentum going. If you see #Dewprism, be sure to check it out and Tweet.
—Thank you very much!

















