Jeron Moore and Chad Seiter, creators of Pokémon Symphonic Evolutions and Symphony of the Goddess, recently interviewed with Gamerz Unite and explained the different approaches they took to each symphony. While neither of them actually started out as huge Pokémon fans, both became engrossed in that world to create a harmonious and beautiful show for every die-hard fan on Earth to gush over.

You can read the full interview here, but this is a small excerpt of it discussing the differences in the symphonies both Moore and Seiter worked on:

GZU: How has the Pokémon Symphonic Evolutions tour differed from Symphony of the Goddess?

Jeron: Well you know, Zelda and Pokémon are different games. They have a different structures, focus on different gameplay, mature differently over time, and lend themselves to different strengths. With Zelda, we had a concept where there was a through-line from beginning to end and a hypothetical timeline that we could thread. With the Pokémon franchise, it’s similar, but in a different way there’s a chronology to the world. Of course, with a new Pokémon game, a new region is unveiled with new places to explore, new characters, and new antagonists.

The best way to organize Symphonic Evolutions is by generations, where we work our way to what’s current. Though there’s not a through-line for every game, Pokémon lends itself to a nostalgic and valuable vignette. It’s a nice overview of every game with progression of the story, and I think all fits together really nicely. It’s also much more energetic than Zelda. It’s orchestrated or arranged more differently, and we don’t employ a choir for this show. Instead, Chad integrated this really cool dynamic that merges with the orchestrate and electronic elements, which come in an out seamlessly.

What I love most about the creators is you can tell they definitely wanted to produce an awesome experience for the fans, so they dedicated a lot of time and work towards making a wonderful masterpiece for all of us. Whether it was
Zelda or Pokémon, Seiter and Moore took the direction that was necessary for each game franchise and created two unique symphonies as a result. I didn’t get a chance to see the Symphony of the Goddess, but I definitely plan on seeing Pokémon Symphonic Evolutions later this summer in Houston. Have any of you seen these symphonies yet? Share your experiences in the comments below!

Sources: Gamerz Unite (via Go Nintendo)

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Mariah Beem
I am very fond of video games, which is why I chose my major of Video Game Design with focus on Narrative. The idea of being able to make people feel the way I do about games through my own game is my main goal. I want to be able to give gamers a way to connect and be brought together by an experience that could be powered by elation, sadness, or even fear. It is emotions such as those that hook people into games and make them want more. By connecting a well-thought story with mechanics, character design, level design, and even audio, a game can be unstoppable - and ridiculously fun to play. I believe that narrative design is not a static thing. For narrative to be done well, it must be fluid and dynamic - something that is able to be changed by the player. Whether that be by choices, the knowledge the player gains from exploring, or simply who the player talks to, the story must bend and change and grow. This is why I want to be a narrative designer: there is definitely more to it than meets the eye, and I love a challenge.

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