In the photo, an unseen prototype game console was connected to a television, and the screen clearly displayed tetris.
But this was definitely not any known version on the market.
On the screen, four distinct colored and shaped block areas were clearly visible, allowing four players to play simultaneously!
Even more astonishing was that, even through the photo, one could feel the richness and subtlety of the game's colors.
The picture quality far surpassed all existing home consoles, almost reaching the level of the newest arcade machines.
Hironobu Sakaguchi, being a game developer, was naturally more sensitive to technology.
He almost blurted out, "This... is this a 16-bit console?!"
Takuya smiled and nodded, confirming Hironobu Sakaguchi's guess.
"That's right. So I ask both of you to keep everything you saw today strictly confidential."
Miyamoto Masashi's fingers gently traced the edge of the photo, the shock in his eyes not yet fully dissipated.
A 16-bit console?
Had Sega already developed to this extent?
Hironobu Sakaguchi [1]involuntarily leaned forward, his eyes fixed on the photo's details, as if to brand every pixel into his memory. He often had to sacrifice creativity due to hardware limitations when developing final fantasy, and seeing such a breakthrough almost made him breathless.
Hironobu Sakaguchi suddenly looked up: "If we could develop an RPG on hardware like this..." He paused, his eyes gleaming with excitement, "We could implement more complex battle systems, larger world maps, and grander story presentations!"
Miyamoto Masashi's heart stirred; he rarely saw Sakaguchi so excited. The company's recent difficulties had gradually cooled the creative director's passion, but now it seemed to be rekindled.
"Don't get too excited," Miyamoto Masashi warned Sakaguchi with a glance, then turned to Takuya, "This technology must be expensive. Can consumers accept it?"
Takuya retrieved the photo and put it back into his briefcase.
"It is indeed more expensive than existing consoles," he said frankly, "but our market research shows that true gamers are willing to pay for a qualitative leap. Besides..." He paused, a meaningful smile on his face, "If you cooperate with us, Square can get development kits early and seize the initiative."
Hironobu Sakaguchi could almost see final fantasy running on the new console. What a visual feast that would be!
"I heard that Square is working all out on the final fantasy project," Takuya continued, "I truly admire that spirit of burning bridges."
Miyamoto Masashi's eyes trembled slightly. final fantasy was indeed their company's last hope, almost all their resources and efforts poured into it. If this project failed, Square might disappear from the gaming industry.
"And Sega," Takuya continued, "is also investing all its resources with the same determination, vowing to break Nintendo's absolute monopoly in the home console market."
"In a sense, we are fellow travelers."
This sentence subtly changed the atmosphere in the office.
Fellow travelers?
Indeed, both Square and Sega were challenging giants in their respective fields. And both lived in Nintendo's shadow.
"If we could make final fantasy one of the launch titles for the new console..." Hironobu Sakaguchi couldn't help but consider the possibilities.
Miyamoto Masashi raised his hand to signal him to calm down, but his own heart rate involuntarily quickened. Sega's proposal was like a lifeline appearing just as they were about to sink. However, his business instinct told him it wouldn't be that simple.
"Executive Director Nakayama," Miyamoto Masashi looked directly into Takuya's eyes, "It sounds like we both get what we need, but why Square? There are plenty of more stable game developers on the market."
Takuya did not answer immediately. He stood up and walked to the office window, looking at the Tokyo streetscape.
"Because even in desperation, you choose innovation instead of sticking to old ways, which is the most valuable quality in the game industry, where creativity is king," Takuya turned around, "This is exactly the partner Sega needs."
Takuya leaned forward, his voice becoming more serious.
"President Miyamoto, I would like to introduce you in detail to Sega's third-party developer policy for the new console."
"These policies are completely different from Nintendo's approach."
Miyamoto Masashi and Hironobu Sakaguchi exchanged glances, surprise flashing in their eyes. Nintendo's tyrannical terms had long made them suffer, developers almost reduced to slaves.
"First, review and publishing," Takuya held up a finger, "Sega is mainly responsible for reviewing the final quality of games and ensuring accurate and transparent statistics of publishing quantities."
"We will not excessively interfere with game content like Nintendo. As long as the content is legal and compliant, and not shoddily made, Sega will not interfere with anything else."
Hironobu Sakaguchi couldn't help but sit up straight. Memories of certain design concepts for final fantasy being repeatedly rejected by Nintendo and sent back for rework flooded his mind. Creative freedom was like the Holy Grail to a creator.
"So, we can make it according to our own creativity? We won't be dictated to by the reviewers?" Sakaguchi couldn't help but press.
Takuya smiled and nodded: "Exactly. We believe in developers' creativity, not limiting it."
"Second, production autonomy," Takuya continued, "Third-party developers can freely choose to cooperate with any cartridge manufacturer designated by Sega, and independently negotiate production quantities and delivery cycles."
Miyamoto Masashi's brows relaxed slightly. This was precisely their biggest headache—Nintendo controlled production, leading them to often face the dilemma of shortages or overstocking.
"Whether it's placing additional orders or dealing with excess inventory, it's all negotiated directly between the third party and the manufacturer. Sega does not impose any unreasonable interference or risk transfer clauses."
Miyamoto Masashi frowned: "It sounds too ideal. The reason Nintendo can control the market is because it controls the production chain. Why does Sega dare to let go?"
Takuya put down his teacup: "Because we want to win the market, not control it. Control only makes the pie smaller."
"Third, low royalties," Takuya's tone carried a sense of certainty, "Sega only takes a small royalty from games, a percentage far lower than Nintendo's current terms."
Hironobu Sakaguchi began to scribble calculations in his notebook. If royalties could really be lowered, perhaps those creative elements they were forced to cut could be added back.
"How much exactly?" Miyamoto asked.
"Nintendo currently starts at 30%, we only require 20%. And it's collected only after release."
The office was silent, even breathing was clearly audible.
"Fourth, only launch exclusivity, not mandatory exclusivity. Sega does not mandate third-party works to be exclusive; it only requires that new works on home console platforms launch first on Sega consoles."
Hironobu Sakaguchi could almost see final fantasy shining on the 16-bit console: "What if we are willing to be exclusive?"
Takuya revealed a triumphant smile: "If a third-party developer voluntarily applies for a work to be exclusive to Sega consoles, the royalty for that work will be further reduced by 20% as an incentive."
Miyamoto Masashi stared at Takuya, as if trying to read his mind: "These terms are too good to be true. Can Sega's internal management really agree to this?"
Takuya's eyes flickered for a moment, as if recalling the intense Sega executive meeting last week. He argued his case alone, facing layers of skepticism from the executives, and managed to secure this policy by insisting that "console sales have not yet won, and it is not advisable to be too harsh and drive away cooperative manufacturers."
And deep down, he was utterly disgusted by the short-sighted "eat it all up, suck out the marrow" mentality of the Japanese business world.
"To be honest, it wasn't easy," Takuya admitted, "but I got it. I firmly believe that only by growing together with partners can we truly make the pie bigger."
Miyamoto Masashi picked up the photo and looked at it again; the 16-bit console gleamed coldly under the light, like a symbol of the future.
"Executive Director Nakayama, if Square truly joins the Sega camp, when can our game be released?" Hironobu Sakaguchi asked, his tone already showing some eagerness.
"If all goes well, in the first half of next year, when the Sega console officially launches, the new final fantasy can debut as a launch blockbuster."
Hironobu Sakaguchi put down his teacup with a thud: "Oh my God, this is so exciting! We can immediately start adjusting the development plan!"
Miyamoto Masashi reached out to signal Sakaguchi to calm down, but the corners of his own mouth couldn't help but turn up. The powerful capabilities of Sega's new console, Takuya Nakayama's sincerity and foresight, and these incredibly advantageous cooperation terms—all of it was like a beam of light shining into the darkness of despair.
Even so, Miyamoto Masashi's business instinct kept him cautious: "Executive Director Nakayama, we need time to consider."
Takuya nodded readily: "Of course. I look forward to Square's wise decision."
As he left the office, Miyamoto Masashi and Hironobu Sakaguchi already saw the potential turning point for Square.
[1] Final Fantasy is a Japanese fantasy anthology media franchise created by Hironobu Sakaguchi which is owned, developed, and published by Square Enix. The franchise centers on a series of fantasy role-playing video games.
