Monday, 3 PM, Sega's development department conference room. The long table was lined with key figures from development and marketing. Masao Suzuki sat ready, notebook open, pen in hand, expression serious. Development team leads were present—some fidgeting, others staring blankly at the table's grain.
Takuya Nakayama entered, his usual smile breaking the silence. "No need to be so formal, everyone." He took the main seat, scanning the room. "Before today's agenda, let's sync on your project progress."
The reports began. Leads from the eighth and ninth development teams spoke first, confirming that *Altered Beast*, *Hang-On*, and *OutRun* arcade ports were complete, in final production, with release windows set. Yuji Naka's team updated on *Phantasy Star*: Takuya's suggested redesigns were implemented, code was being rewritten, and though behind schedule, it was now on track. Hideo Kojima's *Metal Gear* was in final testing, with the radio system developed and scripts in progress. The *Dance Dance Revolution* team had finished designing the home dance mat and player, now testing prototypes.
Takuya listened quietly, nodding—everything aligned with his expectations. He gave a special nod to the arcade teams, particularly Yutaka Suzuki. "Eighth and ninth teams, and Suzuki-san's group, your efficiency is impressive. Well done."
Pausing to draw attention, he shifted gears. "Now, for those who've wrapped up their ports, what new original game ideas do you have for MD? Even rough concepts?"
Silence fell. The arcade leads exchanged glances, finally settling on Yutaka Suzuki, who opened his calm, tech-obsessed eyes. "Executive, after finishing *OutRun*'s port, I've focused on next-gen arcade tech research. I haven't got any new MD plans yet." Other arcade leads nodded, echoing his stance—their heart was in arcades, where they pushed technical limits; consoles were just a secondary revenue stream.
Takuya's smile didn't waver, as expected. "I understand your drive for new tech." He leaned forward, fingers interlaced. "Let's have a brainstorming session. Share any sparks of inspiration from development or playing other games—any 'what if' ideas. No limits, speak freely." His tone sharpened. "MD needs a diverse software lineup. We can't just rely on hardcore action or arcade ports. *Ace Attorney*'s word-of-mouth proves players crave fresh experiences. We must keep delivering novelty to hold their focus on MD."
His gaze landed on Suzuki. "Suzuki-san, you start."
Suzuki paused, gathering thoughts. "My research is on arcade board chip upgrades, not game ideas," he said, ever rigorous. "But I've been thinking about new control methods."
Takuya seized the keyword, a past-life game flashing in his mind. "Like a taiko drumming game?"
"Taiko?" Suzuki blinked, the room's confusion palpable.
"Yes, taiko," Takuya said, his voice enticing. "Design a dedicated taiko controller—players hit the drum face and rim to on-screen rhythms. Use pop hits, anime themes, or our game soundtracks. Simple to pick up, but mastering it takes skill. Isn't this your forte, Suzuki-san—using tech for new experiences?"
Suzuki's eyes sparked. A game blending ancient instruments with electronics, breaking free of traditional controllers. His fingers tapped the table, mimicking drumbeats, already pondering precise drum input tech. Seeing Suzuki ignited, other leads chimed in.
The third team's lead, a veteran, spoke confidently. "Executive, we want to dig deeper into fighting games. Your *Fatal Fury* idea could expand into a broader martial arts world. A new project could feature different fighters in the same universe, with distinct styles, setting up future anime or film tie-ins."
"Great direction," Takuya approved. "A rich world is invaluable. Go bold, ensure it stands apart from *Fatal Fury*. If animation plans hit snags, come to me."
The eighth team's lead, famed for *Super Robot Wars*, added, "We've got strategy game experience and want to try an original story-driven tactical game."
"Focus on two things," Takuya advised. "First, a unique combat system and unit designs. Second, a gripping story—no half-measures. Bring the passion you had for *Super Robot Wars*."
"Understood!"
Another lead proposed, "Executive, we haven't touched sports games. We'd like to try." Takuya turned to Masao Suzuki. "Marketing, coordinate with our North American branch to check EA's sports titles—avoid overlap." He added, "Or consider a sports festival game collection. Simple rules with playful interference elements, so even non-gamers can jump in for family fun. Look at *Hyper Sports* for inspiration—aim for easy, interactive joy."
Ideas collided, raw sparks fanned into flames under Takuya's guidance. After everyone spoke, he raised a hand for quiet. "Excellent. Your ideas show MD's vast potential. Next, refine these into concrete, executable proposals with promo-ready write-ups. Masao Suzuki, marketing and PR should start leaking new game news next month, rhythmically, to keep MD visible. Our goal: in six months to a year, stockpile three to five high-impact, diverse, top-quality titles that spark market buzz. Let's do this!"
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