Pack-In-Video Co., LTD
Programmer: Harvest Moon, Harvest Moon 64, Harvest Moon: Save the Homeland, Harvest Moon: Magical Melody, Harvest Moon: Animal Parade
Harvest Moon Anniversary Questions
Harvest Moon has appeared on a variety of platforms, dating back to the SNES. How did the evolution of video game hardware impact your vision for the franchise?
In the Super Nintendo version, it was difficult to make some of the requests from the designers a reality, such as how many crops, cows, chickens, and the like were displayed on-screen at one time. If you had a lot of cows in the barn, for example, the screen would flicker.
After moving to other platforms, those issues disappeared somewhat, but new issues arose.
On the PlayStation 2, for example, I wanted to display crops in full 3D. However, I had to abandon this idea, as issues arose when large amounts of crops were displayed on the screen at once. Again, this was an issue that eventually wouldn’t be a problem on newer consoles.
Making the 3D camera work in all situations could get a bit frustrating, but it also allowed us to increase the expressions of characters in events and cutscenes, so that was a good thing.
Harvest Moon has influenced dozens of games over the years. Did you ever anticipate seeing so many other games feature a farming mechanic? Why do you feel that this has happened?
I did not anticipate that there would be so many games that incorporated farming elements. I think that one of the factors is that it is an easy-to-understand concept that is similar all over the world.
Do you have a favorite Harvest Moon game in the franchise? What about a favorite event or character?
As expected, the original Super NES version is the most memorable to me.
There wasn’t really a template for making a game like that at the time, so we kind of felt like we were fumbling around in the dark at times.
I wouldn’t call it my favorite event, but in the Super NES version, there’s a scene where the player’s wife will run away if you don’t get along with her well. I must say I was surprised when I saw that scene! (laughs)
How does it make you feel to know that this interview will be included in a book celebrating the twentieth anniversary of a franchise you have been a part of? Why do you feel that this series has had such a lasting impact?
At the time I was developing the Super NES version, I never thought it was going to become a series that would eventually celebrate its twentieth anniversary!
In addition, I never thought the game would be released outside of Japan, and would have so many fans all over the world.
I’m not sure myself how the series has lasted so long, but then I think about the kind and warm support from the fans and the love put into the games by the various parties involved, and I understand that these are the reasons why.
I don’t believe this has ever been made public, but in the credits of the Super NES version, planning and development is listed as Team Y&M. When the original development company went out of business and we ended up developing the game ourselves, the producer, Wada-san, suggested it. It stands for Team Yamatate and Miyakoshi.
I am proud that I was able to develop something that has been enjoyed by so many players over the years, and it is probably the happiest I feel as a game developer.
It’s all thanks to the players that I’m able to feel this way. Thank you all very much.