I: Before talking about the game at the center of everyone's attention, Shenmue III, I'd like to reflect back on the Shenmue series in general. I believe the first game, published in 1999, was "Shenmue ~Chapter One: Yokosuka~". That was your first full-fledged title for a home console, wasn't it.
YS: Until then, I had been working only on developing arcade games since joining SEGA in 1983. With arcade game development you have to focus on cramming in the game's essence and inject a fun experience for the player, within a playtime limited to around 3 minutes. I spent some ten-odd years pushing myself to condense the core attractions of a game into a short period of time. Games for a home console are quite different. They don't have the restriction of brief gameplay imposed by arcade games, and time can be taken in communicating a game's features to the player. For me it started by wanting to be able to express myself as a developer with a home console game, unrestricted by time. But to go back even further to my earliest roots, I was greatly influenced as a student by a computer called the Apple II.
I: Oh yes, I remember it! We all dreamed of owning an Apple II as students, but it was something that was far out of our reach.
YS: I also couldn't afford one myself, but seeing those video games running on the Apple II really stirred the imagination, didn't it. Early on, there was a genre of games known as text adventures, which displayed only words on the screen. Following that, as the capabilities of PCs increased, games began to display line graphics together with the text. In "Mystery House", a typical game of that era, the lines were blurry giving them the appearance of full-color graphics. Then in the 1980s the role-playing game (RPG) series "Ultima" emerged, bringing with it 3D dungeons and even sound generation. I witnessed the evolution of these kinds of games, and at the time my reaction was simply "Wow".
I: Back then was a time when video games evolved at break-neck speed, didn't they, to keep pace with the improving capabilities of PCs.
YS: Ultima in particular set itself apart from the adventure games seen before then whose story would progress in the same way no matter who played; rather, the outcome differed slightly for each person playing. Depending on things like the player's actions and experience points gained within the game, the story develops differently. That's what really got my attention. So for me, RPGs evolved from adventure games text adventure games that displayed only words. Line graphics were added to these text-only games, followed by the ability to portray color and sound; then the sound-effects became more realistic... To me, the evolution of video games was a rapid broadening of "what's possible". This led to me wondering if I could put 3D graphics on the screen, or include speech. And the result of a natural extension to my thoughts is the Shenmue series.