Sega Headquarters.
*Super Robot Wars*, first-week sales: 210,000 units. *Puyo Puyo*, first-week sales: 220,000 units. The latest sales report sat on Takuya's desk. He nodded calmly, no trace of surprise. "Noted. PR, keep an eye out—Square's *Final Fantasy* launches next month. Ensure promo resources are ready."
"Yes, sir!" His subordinate left, inwardly grumbling. *Two games projected to break 500,000 units each, and he's unfazed, as expected.*
Takuya gathered his materials and drove to Bandai's headquarters. This time, the reception was worlds apart. The development head practically sprinted from the elevator, his face a mix of awe, excitement, and fervor. "Executive Nakayama! Seen the latest *Fami*?" He clutched a magazine hailing *Super Robot Wars* as a "love letter to mecha fans."
"Not yet," Takuya replied.
"You must! 'Love letter to mecha fans'—perfect title! Sunrise and Toei's robot anime tapes are flying off rental shelves; even old toys are selling again. It's unreal!"
In the meeting room, Chuta Mitsui and Makoto Yamashina waited, the last visit's tension replaced by near-fawning warmth. "Executive Nakayama," Yamashina poured tea himself, "thanks to you, not just *Super Robot Wars*—our marketing team's baffled why girls love *Puyo Puyo* so much."
Takuya smiled, sipping. "*Puyo Puyo* sells connection, not gameplay. Like karaoke—it's fun because of who you're with, not how well you sing." The Bandai execs nodded, enlightened.
"Let's skip pleasantries," Yamashina said, turning serious. "For the Gundam project, we've drafted ideas per your last proposal, but we're uncertain on details. We need your guidance."
"Alright," Takuya said. "I'll outline my plan. Questions after—I'll clarify or adjust." He set up the projector, his steady voice filling the room.
"First, the soul: art." The screen showed SD Gundam's iconic chibi style. "I want Bandai to assign Koji Yokoi, SD Gundam's creator, to the team to oversee all mecha designs and portraits. On standard TVs, model recognition is key. Fans must instantly know each MS and its variant, even on small screens. This is foundational—no cutting corners."
The development head scribbled furiously, as if carving Takuya's words into stone.
"Second, the lifeblood: story." He flipped to the next slide. "Bring in Sunrise's writing team to supervise the script. We'll use *Mobile Suit Gundam*, *Zeta*, *ZZ*, and *Sentinel*. Missions follow the anime timeline strictly; free stage selection unlocks only after a full playthrough. Let players relive history first, then freely chase missed elements."
"What about mecha acquisition?" Yamashina asked.
"That's point three: development." Takuya pointed to a tech tree. "We need an MSV expert to map the MS lineage. No new mecha from leveling alone—instead, use a 'base unit + parts' system. For example, a GM upgrades to a Gundam only with 'Lunar Titanium Alloy' from specific missions. Each upgrade feels like a tech breakthrough."
The development head's eyes gleamed. "That nails collecting and exploration fun—"
Takuya nodded. "It also controls tech tiers, preventing overpowered units from breaking balance."
"For maps, use square grids, not hexes."
"Why not hexes?" the development head blurted.
"Hexes are anti-player," Takuya said bluntly. "D-pad movement on hex maps is a nightmare. This is a video game, not a tabletop—smooth experience comes first." The head flushed, chastened for assuming PC-style hexes would work.
"MS pilots: stick to canon characters."
"Finally, combat." A concept battle screen appeared. "Like *Super Robot Wars*, but with squads. Squad leaders' attacks can trigger support attacks from squadmates. If a mothership has cannons, it can add support fire. Also, a capture mechanic: when an enemy mothership falls, its MS become capturable, letting the player's mothership retrieve them. This gives unit choice and extra resources."
"What about spirit commands?" the development head asked cautiously, knowing their role in *Super Robot Wars*' success. The room held its breath.
Takuya shook his head. "Scrap them." Gasps. "*Super Robot Wars* thrives on its diverse IPs supporting varied spirit commands. Gundam alone lacks enough mental-state plot to justify them—copying would be a pale imitation. Instead," he pivoted, "use a mental state tier system. Different states boost combat performance variably. We're not mimicking *Super Robot Wars*—we're carving out Gundam's unique charm."
Silence followed. Yamashina and Mitsui stared at Takuya with genuine admiration. He understood the market, players, and—more than Bandai's own—Gundam itself.
"What's the game called?" Yamashina asked.
Takuya wrote on the whiteboard: *SD Gundam G Generation*.
Please Support me by becoming my patreon member and get 30+ chapters.
[email protected]/Ajal69
change @ with a
Thank You to Those who joined my Patreon
