http://rpgland.com/tokyo-game-show/rpgland-interviews-bravely-default-producer-tomoya-asano/
Some samples:
-snippity snippers -
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(Thanks for the links, StreetsAhead)
Some samples:
-Sniiip-RPGLand: So, what would you consider the fundamental characteristics of an RPG?
Mr. Asano: RPGs have three core components: battles, growth, and connection. All are very important, and we wanted to bring these three together for Bravely Default.
-snipsnipsnip-RPGLand: By the way, what is the difficulty level like in Bravely Default?
Mr. Asano: Hmmmm…I would describe it as casual. There is challenge, but we were trying to make a system that even people who haven’t played something like Dragon Quest would understand. We tried to make a game that, say, a 20-year old girl could play and enjoy.
RPGLand: It’s like, even though it’s a single player game, you can still play “with” your friends.
Mr. Asano: Exactly! Bravely Default‘s core concept is “Minna to asobu”: everyone can play. We really wanted to bring some good aspects of the growing social game market back to the home console scene, like connecting with and helping your friends.
RPGLand: Do you think this will change the way players approach the game, or the way they use their 3DSes, outside of their normal activities?
Mr. Asano: It could. You gain benefits from connecting with friends via StreetPass, but you can also get the same benefits from browsing the internet with your 3DS, so it does encourage connecting and using your 3DS.
-snippity snippers -
You heard the man! He said "yet!"Pound that Twitter and Facebook so we can get this game in English!RPGLand: Is there anything you’d like to say to our readers, in closing?
Mr. Asano: I know that we don’t have plans to bring the game over to America yet, but thank you for your interest in the game. Keep talking about it on Facebook and Twitter, and keep watching for new info from us!
(Thanks for the links, StreetsAhead)