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G|A|M|E – The Italian Journal of Game Studies
Sega was commercially struggling after the Saturn, so the Dreamcast had to succeed. A large-scale RPG was commissioned to demonstrate its polygon-processing power.
This paper examines the design history of Skies of Arcadia, Sega's 2000 Dreamcast role-playing game (released in Japan as Eternal Arcadia), with the aim of challenging technologically determinist accounts of three-dimensionality in games. Drawing on interviews with producer Shuntaro Tanaka and lead designer Toshiyuki Mukaiyama, user reviews gathered over more than a decade, and historically informed design analysis, the author argues that tridimensionality emerged as a collaborative practice among designers, players, business imperatives, and hardware rather than as a simple product of graphics technology. The research is situated in the late 1990s and early 2000s, when the Dreamcast, PlayStation 2, and GameCube competed heavily on 3D capability.
The historical account traces how Sega, struggling commercially after the Saturn, needed the Dreamcast to succeed and commissioned a large-scale RPG to demonstrate its polygon-processing power. The project was reshaped from a traditional sword-and-sorcery concept into a sky-pirate setting inspired by Hayao Miyazaki's films, a choice justified both by its appeal to a teenage and anime-oriented audience and by the visual possibilities of airborne vantage points. The study also documents how the development team, lacking prior large-scale RPG experience, built relevant skills through earlier projects and carried them forward, a pattern the author links to the later success of Final Fantasy XII and Valkyria Chronicles.
The design analysis argues that Skies of Arcadia's sense of three-dimensionality depends less on the number of control degrees of freedom, which are often limited to two, than on architectural verticality, dynamic level topologies, and the handling of ships and movement. Vertical structures such as ladders, poles, and zipwires, along with the political use of height in the city of Valua, are read as narrative devices that tie spatial design to themes of power and technology. The author concludes that tridimensionality must be understood as a product of technology, business strategy, design craft, and player interaction together.
G|A|M|E – The Italian Journal of Game Studies · 2026