
"Letter from the Producer #5: Mission Mode and How it Started (Part 5)
Hello there, I'm Masaru Saito, the producer of Brigandine Abyss.
Today I'd like to say a bit more about Mission Mode. In this mode, you choose one of 24 nations and try to complete its objectives. You might be thinking, ""Hmm, each nation has different objectives, so does that mean total playtime varies too?"" Yes, absolutely. Some can be cleared in a flash, others may take a lot longer, and I hope you pick a nation that suits your playstyle.
Now, let's continue from where we left off with ""The Start of Brigandine Abyss.""
Saito bought loads of interesting simulation games, played them, and then researched everything he could. Sales numbers for all kinds of Brigandine-like games, the state of game consoles, everything. To start a game project, you need to do market research and prepare materials like verification reports, in addition to your game idea itself.
He finished the proposal, but the next question was: How to pitch it to his boss? As written in a previous letter, Saito was part of the promotion team at the time, not the development team. He was in no position to propose anything. Hmm, what to do...
Check out the next letter for more."
"Letter from the Producer #6: Characters and How it Started (Part 6)
Hello there, I'm Masaru Saito, the producer of Brigandine Abyss.
I've mentioned the six stories available in Story Mode, the game's main mode, and the cast of each story is basically unique, aside from the Abyssloa characters.
The characters develop in their own ways as the drama unfolds. Event battles also differ in each story, so I hope you play through all of them. There's a page on this website that introduces the characters, but I'd like to share my own impressions too, through these letters.
Now, let's continue from where we left off with ""The Start of Brigandine Abyss.""
Saito had created a Brigandine proposal (mainly an analysis of previous games) and research materials, but didn't know how to show it to his boss. The struggle was real, but he knew that nothing would happen otherwise. ""Will I get in trouble for doing something that isn't my job and that no one told me to?"" Such thoughts held him back.
Then Saito made his choice. ""If I get yelled at, so be it. I'll just keep trying!"" As often happens in RPGs, if you lose to a tough boss, you just keep trying until you win. He would do the same for his proposal.
He approached his boss. ""Excuse me, could I have a few minutes? There's something I'd like to talk about.""
Check out the next letter for more."
"Letter from the Producer #7: Largo and How it Started (Part 7)
Hello there, I'm Masaru Saito, the producer of Brigandine Abyss.
Today, let me tell you a bit about Largo, the main character in the Gran Dragnica story. This young man comes forward to save the dragon that is stolen by Novus Imperium, i.e., the Abyssloa Empire. He's brash and hotheaded, but his companions look up to him.
Personally, I think he'd be a reliable friend or mentor. If he were a family member or protégé, he'd be far too much trouble to handle... But he's a good person, really. You'll see when you play his story.
Now, let's continue from where we left off with ""The Start of Brigandine Abyss.""
Armed with his proposal and a desire to see the project started, Saito approached his boss in the promotion team. ""I created a new proposal for Brigandine! Could I run it by you?"" As it turned out, his boss was agreeable to the idea of a new Brigandine project. All that worrying, for nothing...
He was glad he found the courage to speak up. Writing the proposal, doing the research, all that work had been hard for him, and perhaps that's where the courage came from. Being prepared for something gives you strength. You might think he'd feel less anxiety with age, but Saito doesn't change much. Now, he had to convince the head of the publishing team, as well as prepare a formal cost study.
Check out the next letter for more."
"Letter from the Producer #8: Unit Elements and How it Started (Part 8)
Hello there, I'm Masaru Saito, the producer of Brigandine Abyss.
Today, let me say just a little bit about units in Brigandine Abyss. In addition to stats like attack, defense, and HP, every unit in battle has an element. There are five elements in total, and elemental advantage increases attack damage and accuracy (the reverse is true for disadvantage). This concept will be familiar to players of simulation games and RPGs, I'm sure. It's a very important part of battles in Brigandine Abyss, so take note!
Now, let's continue from where we left off with ""The Start of Brigandine Abyss.""
After discussing his proposal with the boss of the promotion team, Saito talked to the head of the department. The department head, who was concerned about the lack of progress on the new Brigandine project, had no objections to Saito's proposal.
There was one small problem, however. Who would review the plans, find and negotiate with the game development company, select the creators, handle the project's overall budget—in short, who would the producer be? But Saito had expected this, and he was certain that no one could object if he offered to do the job, given that he’d created the whole proposal and pitched it to his bosses! And why did he want to handle the development of Brigandine so badly? Well, he had his reasons...
Check out the next letter for more."