SaGa series creator says giving players gameplay-driven “highs” matters more than a well-written story 

Akitoshi Kawazu, creator of Square Enix's SaGa series, wants each player to go through a completely unique experience driven by gameplay, rather than a shared one driven by story.

In a recent interview with Denfaminicogamer, Square Enix’s Akitoshi Kawazu talked about how SaGa games make sure the player’s excitement peaks during combat (as opposed to narrative sections) and on a personal level rather than a shared level. He highlights the series’ unique Glimmering system as a way of giving players a “high” through gameplay. 

In favor of traditional, linear character leveling, many SaGa games use Glimmering (also called tech sparking), a mechanic whereby the character learns new skills based on your actions during battle. Based on parameters such as the enemy’s difficulty, your weapon/magic level and luck, characters can experience a random burst of inspiration, allowing them to learn and unleash a new skill in the heat of battle. 

Romancing Saga 3

Commenting on the way SaGa games strive to achieve their peak during battle, rather than through story, Kawazu says, “That’s because the most thrilling moment for the player is when they win a battle. The feeling of despair when you lose moments before the enemy’s HP depletes to zero, and the emotional high when you finally manage to defeat them – that’s where the peak is. And the more drama you layer into the experience, the better.” 

This is where, according to Kawazu, tech sparking plays a big role – “That’s why I think everyone loves Glimmering – because the experience of winning thanks to a Glimmer stays with them. It feels good because it gets associated with victory. I think that building in those kinds of elements is the correct way to express things through games.” 

Romancing Saga 3

Although Glimmering involves luck, Kawazu says that the key to not letting the mechanic feel frustrating is encouraging players to devise ways to improve their odds, like changing equipment, buffing in advance and experimenting. “The trial-and-error itself needs to be fun. Then, when you’ve tried something and seen that you’re ‘not quite on the mark but getting there,’ this encourages you to keep going.” 

On a related note, Kawazu mentions not caring so much for receiving praise about his game’s stories. “Even if someone says it’s a well-written story, the story is the same no matter who reads it, so it might as well be a novel or film. Giving players an experience that’s truly unique only to them is what makes games so great as a medium.”  

As an example, Kawazu recounts playing Romancing SaGa 3 and striking a miraculous win in the final boss battle thanks to Paul sparking Golden Dragon. “I remember thinking to myself This game is so good! in that moment.” It’s these kinds of experiences – which only happen to players on an individual level – that are worth pursuing in games, according to Kawazu. 

Related Article: SaGa series creator would rather players give up on his games for being too hard than risk being boring

Amber V
Amber V

Editor-in-Chief since October 2023.

She grew up playing Duke Nukem and Wolfenstein with her dad, and is now enamored with obscure Japanese video games and internet culture. Currently devoted to growing Automaton West to the size of its Japanese sister-site, while making sure to keep news concise and developer stories deep and stimulating.

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