During a session of Iwata Asks, the creators of Fire Emblem Fates stepped up to talk a lot about the game. In a brief excerpt, there is mention of the story of both games, and how you are not just in an enemy/ally relationship. Shin Kabayashi and Hitoshi Yamagami go into detail about their intentions with the story. Their goal is to actually make players cry because of the emotionally conflicting decision they have to make.

Here’s what they had to say:

It’s not a simple story of justice and evil. Each side has its own reasons, and no matter which viewpoint you look at it from, there is justice there…

That’s right. All of the characters are simple and good people who have the strength of conviction. But you have to choose which to align with, so there really is a struggle there. So as the story moves forward, you’ll always have this feeling of remorse towards the side you chose to oppose.

Kibayashi-san, what did you choose to focus on when you wrote this story?

I really wanted to make sure that it would make players cry.

I think that the world of Fire Emblem really lends itself to that.

It does lend itself to that. And especially with this storyline, you start out feeling like, “On one hand I want to ally myself with both kingdoms, but on the other hand I don’t want to align myself with either.” So it was really easy to add in elements that would make people cry, or things that would be really touching. Of course, it’s all a betrayal.

I love that they wanted to make the players feel more emotionally conflicted when choosing sides. When decisions are easily made, they don’t have much of an impact on how you react to a game. What do you think of the differing storylines? Share with us in the comments!

Source: Nintendo

Our Verdict

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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