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Well, I did say that I would post this, and I finally got my copy in the mail today. Personally, I didn't find this interview to be as insightful/engaging as the one from the ORAS guide, but it's got some interesting information in it nonetheless.
- Masuda chose Ohmori to direct Sun & Moon because with it being the 20th anniversary, it felt like a "turning point" and like the "ideal timing to consider the future of Pokémon," and Ohmori had previously worked hard and delivered satisfactory results as the director of Omega Ruby & Alpha Sapphire.
- Based on that transition, Ohmori chose to make "transcendence" a theme of the games. He sought to remake the series from the bottom-up, asking himself if fundamental fixtures such as Gyms were really necessary.
- Development on Sun & Moon started in autumn 2013, as soon as they finished working on X & Y, but Ohmori didn't become involved until after "quite a bit of progress" had already been made.
- Ohmori states that the number of Pokémon has "grown too high" with regard to completing the Pokédex. He wanted to recreate the feeling from Red & Green of being able to complete the Pokédex on your own, which also led to the upscaled flash and fanfare of the "Registered!" screen that follows when a new Pokémon is obtained or evolved, in order to make the collecting process more fun and rewarding.
- When designing the trials, Totem Pokémon came about as they wondered if they could make Pokémon themselves seem more threatening, and then worked that in with the idea of Alola being a location that is rich in nature.
- "Expressiveness" and "atmosphere" were key points of the games' concepts. Since the characters had more realistic proportions in these games, Ohmori wanted to make players feel more immersed in the region.
- The titles of the games - as mentioned previously in Ohmori's note on the official site - were meant to call to mind the contrasting views of the sun and moon when you look at them from down on Earth versus when you compare their actual orbits, as well as symbolizing the influence that outside forces like the sun and moon have on our world and, in turn, the influence that individuals have on one another.
- The time difference between the games was inspired by Ohmori's and Masuda's overseas travels.
- Hawaii was chosen as the setting because Ohmori wanted to emphasize a "pulsing, lively world" with diverse environments, in which each island had its own sort of personality, so that players would be excited to see what awaited on the next island.
- Making it so that the player character can be seen in the battle scenes was a difficult process and a long time in the making, starting with the 3D Pokémon models that X & Y introduced. But even after that "grandiose project," and the extra experience they'd gained with 3D work on Omega Ruby & Alpha Sapphire, they still had to completely overhaul the battle system from X & Y.
- They could have made Sun & Moon directly compatible with X &Y and Omega Ruby & Alpha Sapphire, but it would have restricted the graphics to the quality seen in those games. Ultimately, the existing option of Pokémon Bank as a way to keep your Pokémon with you on the 3DS convinced them to press forward and aim for higher graphics.
- Alola Forms were inspired by the Galapagos Islands, and Alolan Exeggutor was the first Alola Form that their graphic designers came up with.
- With regard to the story, Ohmori wanted to express "how the various people we encounter really help us grow as individuals" and "the way that your smile can inspire smiles in the people all around you." This is what Lillie represents; at first she is "quite reticent," but we become an influence on her throughtout our travels, inspiring her to try her hardest. "When the sun shines, so too does the moon." When the story begins, Lillie has the characteristics of the "moon," while Hau "fits the image of the sun." Over time, Lillie "moves away from being the moon, and becomes the sun, shining with light."
- In designing the maps, the heightened proportions of the character allowed them to portray more realistic environments, but they didn't want to "aim for photorealism," preferring to retain the same kind of layout in order to facilitate the usual fixtures like Trainers and items.
- "Every species of Pokémon has its own particular charms," so Z-Moves were meant to "let any species of Pokémon contribute greatly to battle."
- Ohmori states that the idea for the Ultra Beasts was inspired by invasive species, and that he wanted to try to express those in the Pokémon world. To design them, they thought about the forms that Pokémon from other worlds would take. "Normally, whenever we create a new Pokémon, we have a clear standard for 'Pokémon-ness,' but we really tried to take a big risk with our graphic designers to exceed the limits of what a Pokémon can be when it came to the beasts."
- Some of Masuda's contributions as the producer involved the Rotom Dex, the "tempo" of the gameplay ("shaving off" frames where possible in order to keep things moving quickly - "Even if it's just a tenth of a second, when you add that up over and over, you might waste more than an hour of your time, right? If you do that as a developer, then you've just wasted an hour of your players' precious time, so I take it very seriously."), and the user interface for battles, which was inspired by the UIs of smartphones and tablets, whereas the UIs of X & Y and Omega Ruby & Alpha Sapphire were a holdover from the DS games' layout.
- When asked about how Sun & Moon sit in relation to past games, and how they may influence future games, Ohmori says, "There is a lot of new experimentation in these titles, so I think it may end up as a rather unique set of games. Among these new things we tried out, some may carry on and link to future titles, and some might change based on the reactions of our players. Or it might possibly become the basis of the next generation of the Pokémon series." Masuda says, "I think that these titles have the greatest sense of drama within the Pokémon series. Like Ohmori said, these are games that try to rebuild what Pokémon is, and I think that the staff worked and suffered a lot to try to recreate everything from the ground up."