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SOJ Battle Network · The Question
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Why did Battle Network reimagine Mega Man as a card RPG?

A failed heartbeat horror game, a card game boom the team decided to ride on Capcom's terms, and a society that had just moved online.

Mega Man Battle Network did not begin as a Mega Man game idea at all, and its developers have told the story on record. In a 15th anniversary interview with Inside Games, scenario writer Masakazu Eguchi, programmer Kouetsu Matsuda, and artist Hayato Kaji described how the Game Boy Advance project started as something else entirely, and how three currents of the year 2000, collectible card games, Pokemon, and the network society, rebuilt it into the card driven RPG that launched with the handheld in Japan on March 21, 2001.

FIRST, A HORROR GAME

Fun while your heart pounds

Eguchi: the team's first game was a horror game. Asked what they should make for the GBA, the team designed around a wearable device linked to the player's heartbeat, on the theme of "having fun while your heart pounds". Matsuda went to Expoland's haunted house for research. The mechanics, by the team's own account, became too difficult to handle, and the horror project died. What replaced it began from the market and the moment: "card games gained popularity around that time. We wanted to reap the trend while upholding Capcom's pride."

THE THREE CURRENTS

Cards, Pokemon, and the network

First, the cards: the system was conceived as the card game only Capcom could make, a mix of Mega Man's action and a card game the team called Data Action, in which the cards became data, Battle Chips, and fighting with them was the Mega Man character. Second, Pokemon: Battle Network was developed amid the success of Nintendo's portable RPG, and director Masahiro Yasuma recalled the difficulty of blending action attributes with "the kind of fun you get from a Pokemon game", with no effective precursor to copy. Producer Keiji Inafune stated the team aimed at younger gamers specifically, with a setting resembling the real world and a model mixing traditional action and RPG elements.

Third, the world itself. Eguchi situated the design in its moment: Windows 95 had come out, Y2K had not happened, and the worldview had become one of computer networks. The worldview and the system locked together: a network society outside, a card deck of data inside. One more design rule kept the action identity alive for the new audience, in Matsuda's words: "Let's make a game where a kid who's not great at the action can rely on strategy instead and still win." Hence a Mega Man with no jumping at all, as Eguchi put it, an action game rebuilt so the deck, not the thumb, decides.

THE TWO BOXES

The deck, drawn for children

Rockman EXE / Mega Man Battle Network

A simpler hero, by design
Rockman EXE Japanese Game Boy Advance box art
Japan · Rockman EXEThe Japanese launch box: MegaMan.EXE in the wide landscape format Japanese GBA games shipped in, the net world already the selling point.
Mega Man Battle Network American Game Boy Advance box art
America · Battle NetworkThe American box: the same clean, bold EXE design, finalized, per Kaji's record, as a design simple enough that very young fans could draw it themselves.

The card RPG was also a drawing decision: a hero a child could copy into a notebook was a hero a child would carry into the link cable battles.

The History of Battle NetworkThe Gallery
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THE FIRST WORD

New pages and new pieces, first.