―Could you tell us more about the design choices behind the beast tribes and primals that appear in Stormblood?
Oda: Our rule is that we introduce two new beast tribes with every expansion. Each time, I figure out with Yoshi-P what direction we want to take, then ask our designers to bring these new characters to life. Stormblood would take players to both Gyr Abania and the Far East, so we decided to add one beast tribe for each region. We were also going to introduce swimming for the first time, so we knew we wanted to feature the ocean with one or the other. We already had a fish-type beast tribe with the Sahagin, so we decided to go in a different direction, and the turtle-like Kojin were born. For the other tribe, we wanted something that would evoke a connection to monsters already in the game. So we took inspiration from the snake-woman-like lamiae and created the Ananta.
―Patch 4.3 introduced the Namazu beast tribe quests. How did that come about?
Oda: The Namazu were first created as ordinary monsters, and there was no plan to make them into a beast tribe. But I took a particular liking to the design, so we ended up giving them a bigger role. [
laughs]
―Do you come up with the lore behind the beast tribes and primals all at once?
Oda: Yes, we usually come up with them together. When we started putting together the main scenario, we held a sort of “scriptwriting retreat.” Yoshi-P, [main scenario writer Natsuko] Ishikawa and I holed up in a rented meeting room in Tokyo for three full days and came up with the overarching plot and main storylines for Stormblood. In the process, we considered the beast tribes and thought, for example, these turtle people who live undersea probably would worship this sort of god, and so forth.
―And then how are these ideas transformed into concept art?
Mogi: First of all, we just bounce around a lot of ideas. What’s their visual motif, what sort of primal do they worship—even things as simple as their name or individual words help push the creative process along. As time passes, we get more and more information, and we use that to fine-tune our designs and polish them into a finished product.
Oda: For the beast tribes introduced between major expansions, we even held a competition and recruited design ideas from other departments.
Mogi: We welcome the participation of anyone with ideas—not just artists—and do our best to pick out good ideas so they don’t get lost in the shuffle.
―At what stage do you decide on the primals’ battle mechanics?
Nakagawa: Sometimes it happens from the concept art stage, while other times we only start after the character models have been completed.
Yoshida: That sort of thing is handled on a case-by-case basis, depending on the schedule. There are times when we know what sort of attacks or gameplay features we want to add, and ask the lore team to make adjustments for that. On the other hand, there are times when we need to decide on certain things in advance, and so I ask the team to build around what the lore team has already come up with.
Nakagawa: It’s not that one approach is necessarily better than the other.
Mogi: It depends on the situation. There are times I’m in the middle of drawing a monster, and someone tells me, “We want it to have this kind of attack, so give it four arms.” After turning in my work, I always get great feedback from both the lore teams and the battle teams. This makes me want to do more and more to meet their requests, but in the end we only have so much time, so I tell them let’s just go with this. [
laughs]
Oda: Take Susano, for example. From the lore team, we put in an order saying that he had to be holding three relics, and that he was a god of the sea and storms, and the art team went to work. The battle team came up with the idea that he would grow in size and swing his tremendous sword down from above. The lore and scenario teams then picked up on that idea, thinking that if he has that sort of impressive-looking attack, he’d also be a god with a booming, powerful personality. In that case, let’s also make his animations in cut scenes more extravagant...and so forth. Each team contributes something to the core concept.
―Speaking of this collaboration between the lore and battle teams, I felt like Tsukuyomi was a great example of that.
Mogi: Yes. The concept for Tsukuyomi was incredibly clear, so I had no trouble at all coming up with the art.
Yoshida: Quite a few of the battle team’s ideas were implemented as well.
Nakagawa: We held a competition to recruit ideas, had rough sketches drawn for all of them, and then held a meeting. In the end, we decided on the theme of the dual nature of the two Yotsuyus—one with her memory intact and one without—and asked the artists to come up with something based on that.
Yoshida: When the design came to me, however, it gave me a bit of a headache. I remember thinking, “How in the world are we supposed to market this?” [
wry smile] It’s a great concept, but it was so over-the-top that it looked like a villain out of an old-school monster film. It’s my job to check the art, send things back if necessary and have them finalized, so I thought of what could be done to tone things down a bit. In the end, I think we were able to preserve the impact, and players cooperated by not spoiling anything. This spread by word of mouth, and I think it was a real success from a PR standpoint in the end.
Oda: We also discussed who to bring out as Yotsuyu’s hallucinations. “Is it really okay if we beat up on Tsuyu’s mom and dad?” “Considering Yotsuyu’s mental state, we kind of have to, right?” “But aren’t they just going to look like an ordinary old man and woman?” These were the kind of things we talked about.
Yoshida: Don’t worry. As far as the Warrior of Light is concerned, if someone shows up in a boss fight, they’re fair game, no matter what they look like. [
laughs] In the end, it’s not like anyone had any snarky comments like, “I’m supposed to beat up these senior citizens!?” It turned out pretty much as everyone conceived it. The only thing I changed was the battle dialogue.
Nakagawa: That kind of changed the mood of the battle.
Yoshida: At first, she didn’t talk about inflicting pain on herself. But deep inside, Yotsuyu already feels intense regret for her actions. And so I thought framing the battle as having to stop her from hurting herself would give the player more motivation to save her. It would also call back to Gosetsu’s line when he says, “Tsuyu, you must survive.” That’s really all I changed. I think everyone really understood and sympathized with Yotsuyu, and by extension Tsukuyomi.