Monday 26 September 1997 ZAGE Tower Japan.
Zaboru is currently in the large eting room of one of the ZAGE Tower offices. His next move is clear: it's ti to assign new tasks to his two core teams—Team IZAN and Team NIWA—right here at ZAGE Japan.
After the successful release of Sonic Adventure and gami Ibunroku Tensei Persona, both Team IZAN and Team NIWA now have their hands full with a total of four upcoming gas. Team NIWA is handling the developnt of Silent Hill and RoboCop 2, scheduled for release in October and November respectively. anwhile, Team IZAN is focused on finishing Castlevania: Symphony of the Night and Mario Party, which are also set for launch in the sa period. These titles are in the final stages of developnt, with bug fixing, balancing, and last-minute polish underway.
Because of the rapid progress and how close these projects are to completion, Zaboru is already preparing to assign new tasks. This timing is crucial for ZAGE, as the company has now beco known for maintaining a rolling production cycle—typically working on three different gas simultaneously, staggered across different phases of developnt. This ensures consistent output without burning out the teams. Each project is given room to grow and innovate, yet ZAGE keeps montum alive across the board.
This approach, while ambitious, has beco the backbone of ZAGE's success. It keeps creativity flowing while ensuring that quality remains high. With the current lineup nearing release, Zaboru knows it's the perfect mont to start planning the next wave of titles and push the teams toward even greater heights.
Now in the large eting room—a place rarely used by Zaboru to assign tasks directly to both teams at once—the atmosphere is unusually electric. Despite the rarity of such an event, Zaboru doesn't seem to mind. In fact, he's fully focused, knowing the importance of the day.
Present in the room are the leadership heads of both Team NIWA and Team IZAN. Representing Team NIWA are : Shigeru Miyamoto, Eiji Aonuma, and Satoru Iwata, each seated confidently and ready to hear what's next. From Team IZAN, Shinji Mikami is already in position, calm and collected as ever. Alongside him are other rising leads, including Shinji Owara and Shinji Suiyoko—making the na "Shinji" feel almost like a badge of honor within the team.
This rare gathering of talent under one roof marks a significant mont for ZAGE, as Zaboru prepares to unveil the studio's next ambitious steps.
Zaboru smiled. "Congratulations to both Team NIWA and Team IZAN for successfully completing their respective September releases: Sonic Adventure and Persona." The room erupted in applause. "I'm truly proud of what we've beco. ZAGE continues to grow stronger because of the passion and dedication from both teams. IZAN and NIWA are the core of our success, always striving to improve, always pushing forward." Zaboru's smile lingered as he looked around the room, visibly proud of his team.
"Now, these next projects... let's just say they're going to be a bit different," Zaboru began, his tone light but serious. "Both of them are part of a long-term plan, and they'll demand focus, patience, and vision. First up, for Team IZAN—" He paused, smiling as he handed over a set of folders to the team.
Turning to Team NIWA with a small chuckle, he added, "Haha, you're free to take a peek at what IZAN's working on, and vice versa later. I want both teams to feel inspired by each other's missions. But for now, let explain what your assignnts are in detail."
The developers from Team IZAN leaned in as they read the label on the folder: Winning Eleven 98. Zaboru smiled again, this ti with pride and anticipation, knowing what a pivotal mont this was for the company's future in sports gaming.
"Now ZAGE will be entering its sports era," Zaboru began confidently. "As you might have noticed, we've been lacking in this genre. Whether it's on ZEPS 1, ZEPS 2, arcade machines, PC, or even our handheld ZGB—there hasn't been much of a presence in the sports category. Anyone else notice that?"
Everyone in the room nodded, a few smiling at the obvious gap. Zaboru returned the gesture with a knowing grin.
"This wasn't just an oversight," he continued. "It was intentional. I didn't want to rush into sports titles just to tick a box. In my view, a proper sports ga needs at least one key thing: fluid, high-performance 3D gaplay. Until recently, we simply didn't have the hardware to support that level of quality. But now, with our advancents—particularly with the ZEPS 3—we finally do."
He stepped forward and gestured toward the IZAN team.
"Our major team in the U.S., Team Enigma, is already well into the developnt of our first 3D sports title, NBA Live 98. That's a huge milestone for us. But I don't want to stop there. I want Japan—specifically Team IZAN—to follow that montum and take on the challenge of creating a flagship football ga."
He held up the folder marked Winning Eleven 1998 and gave them a firm nod.
"This is your mission. This won't just be a ga—it'll be the foundation for a sports franchise. You're not following a trend. You're setting one. Let's show the world what ZAGE can really do when we bring our A-ga to the pitch."
Zaboru continue "First of all we now already have majority of european big club teams and player rights even from Fifa and UEFA too which thanks to our friends at Flocks in France their leaders Risa Miller are relentles and great negotiator which make everything happened smoothly." Zaboru smile.
Then he continued, "This ga will require our absolute best in terms of visuals. We're going to push the 64-bit power of the ZEPS 3 console to its absolute limit. It won't be a short project—it's going to take ti, effort, and careful planning. There's so much to be done: creating detailed rosters, naming every player, matching their stats as accurately as possible. This won't be a lazy copy-and-paste effort. Every na, every number will matter."
He took a breath, then added, "We're also integrating real-life comntators. This will elevate the imrsion, making players feel like they're actually inside a broadcast. It's not just about gaplay—it's about atmosphere, about capturing the essence of match day."
Zaboru stepped forward, energized by the vision in his mind. "I want to use motion capture technology for certain star players. Even if we can't get every face right, I want at least the key players to resemble their real-life counterparts. A slight resemblance, a unique animation style, sothing that adds personality. t."
He chuckled to himself, knowing how ambitious it all sounded. "It might sound impossible right now, I know. But I want us to push the boundaries. If nothing else, I want Winning Eleven 98 to be rembered as the ga that dared to go further. If we can get the faces right—at least a few of them—then we'll already be ahead of the competition."
Zaboru continued, "We need to treat this ga as our foundational template—not just a one-off project. From this point forward, I'm planning for Winning Eleven to beco a yearly franchise. With every new season in European football, there should be a new Winning Eleven release from ZAGE, evolving alongside the sport itself."
He looked around the room to emphasize the importance of his next words. "That ans we need to build a system and structure that is reusable, adaptable, and expandable. Our player data systems, animations, team kits, stadiums, and core gaplay logic must all be designed with long-term continuity in mind. We're not just making one ga—we're building a foundation for the next decade of football gaming."
Zaboru's voice grew more focused. "This is how we establish a legacy. Annual releases will keep fans engaged, reflect real-world transfers and team dynamics, and position ZAGE as the leader in football gas—year after year."
"Then we'll also be focusing heavily on a mode called 'Master League.' It's going to be one of the core features of Winning Eleven 98. In this mode, players will start by creating their own custom team from scratch. You'll be able to na the club, design the kits, choose the starting roster, and then take that team through the grind of building it into a championship-winning squad. As you progress, you can develop your players through training or acquire exciting new talent through a fully featured transfer market.
Speaking of the transfer system—we want it to feel alive. Players won't just be numbers on a screen. They'll have personalities, roles, and tendencies. For example, a player with the 'Star Player' tendency will co with a dramatic arc: if you underperform with them, they'll lose confidence, clash with the press, and even publicly question your decisions. But if they perform well and gain high ratings, they'll gain confidence—and with it, leverage. They might demand higher wages or even look for a move to a bigger club if they feel their ambitions are beyond yours.
Then we introduce another layer—Team Leaders. These players are different. Their leadership affects morale both on and off the pitch. They boost teammates' confidence, stabilize underperforming squads, and help neutralize the ego-driven effects of unruly Star Players. Over ti, these roles can evolve: a Star Player who achieves legendary performance milestones may be promoted to 'Superstar' status after winning awards or being nad in a Team of the Year. anwhile, a loyal Team Leader who never leaves the club and becos a symbol of consistency can transform into a 'Bandiera'—a one-club legend.
And obviously, the roles aren't limited to just these two. There will be a wide variety of player types to bring more diversity and depth to team managent. So players might be categorized as Super Subs—those who perform exceptionally well when coming off the bench. Others might be categorized as Playmakers who thrive in tight midfield spaces and can shift the tempo of a match. There could be Veterans who boost team stability, or Hot Prospects whose potential grows rapidly with enough playti and ntoring. These varied roles will not only affect gaplay chanics but will also shape how managers strategize, build chemistry, and respond to unexpected scenarios throughout a season.
All of this will be exclusive to Master League. It's a deep, complex system, but one we feel is absolutely essential. We want players to feel emotionally invested in every choice they make, not just tactically, but narratively. This isn't just about managing a team—it's about creating a legacy.".
Shinji Mikami was visibly amused. He grinned, clearly impressed by how solid the project sounded. "Honestly, boss," he said, leaning forward with a mix of curiosity and enthusiasm, "this Master League concept is really interesting. But I've got a question—can you actually change teams in the middle of it? Like, say you've built up a team, but after a while, it gets too easy, or maybe you're just looking for a different kind of challenge. Is it possible to leave and manage another club?"
Zaboru smiled and nodded without hesitation. "Of course. We're including that feature," he replied. "Let's say a player is doing extrely well—he's built a legendary squad, dominating the league. At so point, the excitent fades, right? So, we'll give players the option to leave the club they built and take over a different team. Maybe a weaker squad, or a team with an entirely different structure, budget, and goals. That way, the challenge resets, and the journey starts all over again."
He continued, his tone growing more animated. "It's not just a switch—it'll be a fully integrated transition. Your legacy with the forr team carries over, and how you left might influence how you're welcod at the new club. Fans may be skeptical. The board may be demanding. The squad might be demoralized or full of raw talent. It becos a whole new managent puzzle."
Shinji nodded, clearly pleased. "That's brilliant. That's the kind of depth that keeps people playing for years," he said with a grin.
Zaboru chuckled. "Exactly. We don't just want to simulate football. We want to simulate a career."
"And another thing—the gaplay itself will require a deep understanding of football tactics," Zaboru added, his tone serious. "We're not just going for flashy graphics or fast-paced action. I want this to feel like real football, where formations matter, positional awareness makes a difference, and each match feels like a strategic battle. Don't worry—we might consult with actual football experts, coaches, or analysts to make sure we're getting this part right. The idea is to make sothing both accessible and true to the sport."
He then continued, "Winning Eleven 1998 is tentatively scheduled to release in either June or July, depending on how quickly developnt progresses. We won't rush it. Quality cos first. If we need extra ti to polish and fine-tune the AI, animations, or balance, then we'll take it."
Zaboru smiled as he looked around the room, seeing the enthusiasm on the faces of Team IZAN. The discussion continued with excitent and energy. Everyone could feel it—this was more than just a ga. It was a defining project, a bold step into a new genre for ZAGE. The team was fired up, and they knew the road ahead would be challenging, but also sothing truly special.
Zaboru already knew exactly what made a great football ga. He had no intention of repeating the sa formulaic approach that EA followed in his previous life. Instead, with every future Winning Eleven installnt, he was determined to break new ground. His vision included aningful innovation Zaboru aid to ensure the series would evolve far beyond expectations.
After a while, once Team IZAN had fully understood the scope and vision of their next big assignnt, Zaboru shifted his attention across the table to Team NIWA. A grin ford on his face, one that hinted at sothing even more ambitious.
"Alright," he said, his tone light but deliberate. "Next ga for Team NIWA... is Final Fantasy VII."
To be continue
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