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Star Ocean (SFC) Strategy Guide Interview

Star Ocean – 1996 Developer Interview

Yoshiharu Gotanda – Main Programmer and Writer
Masaki Norimoto – Game Designer
—Please tell us the story behind the creation of Star Ocean.

Norimoto: After we made Tales of Phantasia for Namco, we thought the core item and skill systems had turned out kind of generic, and not distinct enough from other rpgs. We decided for our next game to really go deep on the gameplay systems. We added both skills and special abilities, and greatly increased the number of items. We wanted to make a game where the player could be as creative as he wanted, and play the game in any style he liked.

Gotanda: And because we wanted to explore the characters more, we created the Private Action system. We chose space as the setting for Star Ocean, because it allowed us to tell a bigger story than we could in Tales of Phantasia.

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Yoshiharu Gotanda (top) and
Masaki Norimoto (below), 1993.
—Does the Private Action system influence whether you get the good ending?

Gotanda: Well, we didn’t think of the endings as “good” or “bad,” but yes, the affection rating is important for the endings. That’s why we decided not to make that stat visible to players. It’s not only Private Actions that raise it though; fighting battles with Ratix also plays a big part.

Norimoto: Did you get the bunny?
—Bunny?

Norimoto: There’s a Bunny Whistle in Tatori that serves as the fastest mode of transport in the game. You need to have Pericci in your party. There’s a Private Action with her in Portsmith that should give you a big hint.

Gotanda: We added a lot of hidden content and secret techniques to Star Ocean. I hope you enjoy reading about them in this strategy guide!

SO1 JP Guide Interview: Text

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