DESIGN PROCESS
Fight For Mi began with the want to tell my own personal tale, to make a storygame in a one-year scope, and to make something for the audience of Mi Alliance Mod. It is thus my first game designed around an audience, my first shorter-scope story game, and a very important game to me personally, because the Mis mean a lot to me.
My previous game, Mage Tanks, failed because of the fact that it did not focus on a target audience, and did not focus on single "memorable moments". This is why I wanted to create a story that "YouTubers would be able to shout about in their titles!"
I also wanted to tell a story based on my affinity for soldier stories. I wanted a single, lone Mi to pick up a banner and fight for the Alliance, even if the Alliance had already been defeated long ago. This determination, valor, and purpose is what I want to make players feel.
These two points led me to begin working on the story for Fight For Mi.


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[Legal document]
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