Triangle Strategy devs answer Nintendo’s questions to them

Nintendo has released a new interview with Square Enix members Tomoya Asano and Yasunaki Arai on the Nintendo Switch News Channel. Mr. Asano helped produce Triangle Strategy, and he also served as a producer on Brave Default and Octopath Traveler. A key question for the developers was why on earth they decided to finalize the name Triangle Strategy, and once that got out of the way, Nintendo asked the duo which elemental attacks from the game they liked best, and why they decided to allow players to travel through Multi-layer maps and more.

How did the triangular strategy get its name?

Asano: It actually came from the same naming convention we used in the Octopath Traveler game. Octo, meaning eight, describes eight characters that you can follow eight paths.So, for the triangle strategy, there are three angles [Utility, Morality, and Liberty] in game. I’m sure a lot of American viewers have commented that it’s an odd name, but one of the big things we think about when naming games is that when users see the name of the game, they can understand the game they’re going to play.

When we focus on the meaning of the three angles, they represent the three countries and the other three main characters (Frederica, Roland, and Benedict). Each of these characters has their own values ​​and goals that influence the story.

Where does the plot come from?

Arai: When we started this project, our concept was to create a story for an adult audience. We have chosen tactic types and conflict situations to achieve this. We tried to make such a complex subject as easy to understand as possible. When we think about conflict, there are at least two groups fighting. Why are they fighting? What do they want? This is where we start thinking about this story.

Triangle strategy differs from many tactical games in that it traverses multiple layers of maps. Why do you think it’s important to add this mechanic?

Arai: With these levels or layered aspects, we can make changes to the characters in the game. We don’t want the strongest characters to be swordsmen, tanks or magic merchants, so levels are the best option. We want every character to have a purpose. This means that characters with ladders can support archers by taking them to higher ground to cover more area. An interesting aspect is that all characters are interconnected and work together, so you can create your own party and strategy for each situation. We hope players like this.

What’s your two favorite elemental attack?

Arai: I personally use a lot of Shock. It has a paralyzing side effect and is very useful on the battlefield. At the end of development, I also realized that the wind element became very useful. At first, it was difficult to distinguish the effects of fire, ice, lightning and wind.

Looking at each character, what abilities do you think are the most useful for clearing the game?

Asano: One of the things I like, you can see in the demo, is the ability to create ice walls. One of the interesting things in the tactical RPG genre is thinking about where to place the character at the start of the battle.have different heights [or tiers] Here you can use abilities like Ice Wall to stop enemies. I think it’s unique and I definitely recommend you try it!

Arai: In this game, the placement of characters is very important. So, I personally recommend using knockback to push enemies. There are a lot of abilities to push other characters. Then, there are other characters who can place traps. As Arai said, every map has a lot of heights. So, fighting off enemies from high places…feeling good! And this will cause a lot of damage to the enemy.

Where do beliefs come from and how do they work in the game?

Arai: When we first started this project, we had eight beliefs that were key components of the game. Eight is really a lot. It is difficult to distinguish between the eight convictions. So we cut them down to make the game system easier to understand.We chose three [Utility, Morality, and Liberty] Approaching the concept of justice and rights. We want people to think, “What is justice? What are rights?”

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