Sakurai: It really depends on the situation. For example, Roy and Robin were included for completely different reasons. It also depends on luck, of course. Industry trends around the time when development begins is a pretty big factor. I started development on Smash for 3DS/ Wii U right after I’d wrapped up Kid Icarus: Uprising, and Fire Emblem Awakening was released one month after Uprising. So what’s popular around the time when I begin designing the game is important. Characters are almost never added after I’ve completed the project plan for Smash.
Interviewer: So once that project plan is set into motion, everything is already fixed.
Sakurai: If I had to offer up one exception from this time, it would be for Pokémon. We knew there was going to be a new release soon, so we left one spot open for a newPokémon, and everything else continued according to plan. Adding or removing during the process directly impacts production costs and people’s workloads, so it’s not that easy to add or change things, and we take that into account.
Interviewer: That’s a separate topic from post-release add-on content (DLC), though.
Sakurai: We don’t think about adding in post-release content from the beginning. We want to provide as much as we can with the base game.
Interviewer: But that means Awakening’s release schedule was pretty fortuitous.
Sakurai: Yes, that was the case. For example, if Awakening was released six months later, Robin may not have made it in, and if it was six months early, they might not have even been considered.