As Zaboru handed the folders to the leaders of Team NIWA, he gave a warm smile and began to speak with his usual calm confidence. "As you can see, a couple of years back, we launched our very first Digimon game—but it wasn't on any of our consoles. Instead, it existed as a standalone handheld device, a digital pet system we all now know as Digimon and Tamagotchi. Those devices were a huge hit, and they laid the groundwork for something much bigger."
He took a step back and continued, "Following that, we successfully aired the Digimon anime series with the help of our subsidiary, YaDo. It was an incredible success, building a strong and passionate fanbase. But despite the popularity of both the toys and the anime, we haven't yet created a proper Digimon video game for our consoles." He paused, letting the weight of that realization sink in.
"That's why now is the perfect time to change that," he said, his voice growing more energized. "We've waited long enough. The fans are ready. The franchise has matured. And now, we have the perfect opportunity to bring Digimon to life in a way that merges all of its elements—gameplay, story, care mechanics, and evolution—into one cohesive experience. This project is not just overdue—it's essential."
Then Zaboru began to explain Digimon World in detail. "First of all, this will be similar to a JRPG in structure, but it will play unlike any JRPG we've developed—or even seen from third-party studios—so far. What sets it apart is that instead of simply controlling characters in battles or following a story, the core gameplay will feel much more personal, almost like raising a living creature. Players won't just fight with their Digimon—they'll nurture them, train them, and form a bond that directly influences how their Digimon grow and evolve."
"The Digimon game isn't just about battling monsters—it's about raising them, shaping their lives, and building a lasting bond," Zaboru explained with enthusiasm. "You don't just send them into fights. You feed them on schedule, make sure they go to the toilet, put them to sleep at the right time, discipline them when they misbehave, praise them when they do well, and even monitor their weight. Every small action matters."
He paced slowly across the room, letting the vision settle into the minds of the developers. "Neglect, overfeeding, or poor discipline can lead to bad evolutions. But consistent, attentive care leads to more powerful and desirable evolutions. And unlike our Pokémon titles, there's no fixed path here. Evolution is fluid and reactive. It's determined by a mix of hidden stats, the number of care mistakes, how much training a Digimon receives, the number of battles it wins, and the type of lifestyle you provide it."
He smiled wider. "For example, take Agumon. Depending on how you raise him, he could evolve into a number of completely different Digimon. That one decision—how you train and care for him—will shape the entire experience. Players won't just play once. They'll want to go back and try different approaches to see what other forms they can unlock. It builds real emotional investment and opens up a world of replayability."
Zaboru chuckled softly, clearly thrilled by the possibilities. "This is what will set Digimon World apart from everything else on the market."
"In battle, Digimon have access to a variety of skills, but here's the twist—we can't control them directly the way traditional RPGs allow," Zaboru explained. "Players can give commands like 'attack' or 'defend,' but whether or not the Digimon listens, and how they choose to execute those commands, depends entirely on their intelligence stat."
He grinned as he continued, "Let me give you an example. Let's say a player's Digimon is being hit by a Fire-type attack. If that Digimon has two types of defenses leveled up—General Defense and Fire Resistance—its decision to use the appropriate one relies on how smart it is. A more intelligent Digimon might instantly activate Fire Resistance, countering the damage effectively. But a less intelligent one might default to General Defense, even if it's less effective. It creates some hilarious and unexpected situations."
Zaboru chuckled, and the room filled with knowing smiles. "If the player ends up raising a 'dumb' Digimon, the results can be chaotic—but in a fun way. It adds personality and makes every battle feel a little more alive. Watching your Digimon do something completely unexpected can be both frustrating and ridiculously funny. And that's what makes it so engaging. The unpredictability makes each Digimon feel like a real, flawed partner instead of a perfect machine."
Everyone in the room could already imagine the moments—players shouting at their screen, laughing, or feeling proud when their Digimon finally 'got it right.' The concept was clearly striking a chord.
Zaboru then said, "And similar to the original version from Digimon-Tamagotchi, Digimon in this game won't live forever. They begin life as an egg, hatch into a baby, grow into a rookie, and eventually reach their ultimate form. But after a certain amount of time—or under certain conditions—they will pass away. Death, however, is not the end. They will be reborn again from an egg, and with each new life, they come back stronger and wiser, carrying subtle benefits from their previous existence."
He glanced around the room, his tone thoughtful. "This cycle of life and rebirth is key to how the game plays. Each Digimon isn't just a static companion—it's a growing, evolving being with its own emotions and physical needs. Yes, our Digimon can get tired, angry, scared, or happy. They react to how you treat them. If you neglect them, they might sulk or become disobedient. If you overwork them, they'll tire quickly or even get sick. But take good care of them, and they'll thrive."
He continued, "These emotions and conditions affect how a Digimon behaves in battle and how they respond to player commands. The goal is to make it feel like you're raising a true living partner, not just commanding a sprite on the screen. Every bond formed with a Digimon will feel earned, and every loss will carry weight. That's been our goal from the beginning—to craft an emotional connection between player and creature that's both immersive and meaningful."
Zaboru grinned. "This will be one of our boldest and most unique game concepts yet. I've got big plans for the Digimon franchise moving forward—not just this game, but a whole future of interconnected titles and experiences that expand the world and deepen the gameplay. Digimon World is just the beginning."
He looked around the room with a glint of excitement in his eyes. "Now then—any questions about the Digimon project?"
Shigeru Miyamoto raised his hand, visibly intrigued. "Boss, I couldn't help but notice something in the evolution charts... There are so many wild, complex branching paths! The potential is massive. But I also noticed a few evolutions that seem to stop after just the first stage. What's going on with that?"
Zaboru smiled knowingly and nodded. "Great observation, Shigeru-san. As I mentioned earlier, the evolution system in Digimon World isn't fixed like traditional RPGs. It's dynamic, reactive, and reflects how the player treats their Digimon. Each Digimon has a wide potential range for evolution, but it's not guaranteed they'll always reach their final, ultimate form."
He continued, gesturing toward the charts on the projector. "Those evolutions that stop early can mean one of two things. One, it could be that particular Digimon's intended final evolution based on a unique or special path. Or two, and this is more common—it's what we call a 'bad evolution.' That happens when the Digimon is raised poorly. Maybe it's been overfed, ignored, not trained properly, or the player has made too many care mistakes. As a result, the Digimon's growth halts prematurely. But that's part of the beauty of the system. We're building in a sense of consequence and reward."
Zaboru's eyes lit up as he spoke. "By giving players the freedom to raise their Digimon in countless ways, we're giving each Digimon a real sense of potential and individuality. And when players finally see their partner evolve into a powerful, rare form—it will feel earned. It's not just stats. It's the relationship, the effort, the journey. That's where the magic is."
Shigeru Miyamoto's eyes lit up. "Whoa! Honestly, this is fascinating," he said, his voice tinged with genuine surprise. As one of the key minds behind Pokémon—and a longtime fan of creature-based games—he found himself unexpectedly drawn to the depth and uniqueness of this Digimon concept the bold mechanics and emotional elements of Digimon World clearly resonated with him, sparking a rare and sincere interest.
Then the next person to raise a question was Satoru Iwata. "Boss, I have to ask—Digimon can die in this game. Isn't that a bit harsh? Even though they get reborn, won't that be a little traumatic for younger players? Especially since, according to this folder, if a Digimon with a strong bond to the player dies, there's even a special farewell scene. Won't that hit too hard emotionally?"
Zaboru gave a calm smile, nodding in understanding. "That's a valid concern, Satoru-san. But don't worry—the players will get used to it, just like they did with the original Digimon Tamagotchi. In fact, many already know that Digimon don't live forever. It's a built-in mechanic from the beginning, so for returning fans, this won't come as a surprise."
He leaned forward slightly and continued, "Besides, we're not doing this to shock or upset. It's a small-scale way to introduce younger players to the idea that even in games, partings can happen. It gives more meaning to the connection they form with their Digimon. And it makes the moments they share—training, bonding, growing—feel that much more valuable. The farewell scenes are designed not to traumatize, but to offer a moment of reflection and emotional impact. A kind of tribute."
Satoru Iwata nodded slowly, clearly taking in the thoughtfulness behind the design. After a brief pause, he offered a small smile of agreement. "I see. When you explain it like that, it makes sense. It's not just gameplay—it's a lesson in connection."
After a while, the questions and answers came to a close. With the room still buzzing with excitement and motivation, Zaboru formally handed over the two major tasks to Team IZAN and Team NIWA. His confidence in both teams was clear, and the atmosphere reflected the importance of the projects they were about to embark on.
Having wrapped up the meeting, Zaboru checked his watch and gathered his things. It was time to move on to the next phase. He was scheduled to board his private jet to the United States, where he would meet with Team Tempest at the ZAGE Campus. A new set of challenges awaited, and another groundbreaking project was about to be revealed..
To be continue
