the making. While the backstory of Jugdral featured a clearly defined battle between good and evil, the main story's distinction between good and evil was blurred, exemplified by the descendants of the Twelve Crusaders being on opposing sides rather than united. A stated example was Arvis, whose conquests were driven by a wish to end discrimination against members of the Loptous bloodline. Due to this, Kaga did not create a storyline focused on poetic justice and morality, instead aiming for a more realistic scenario. This realism also prompted the inclusion of elements such as patricide and incest, which had occurred in history but were not typically included in gaming narratives at the time. The story originally had three acts rather than two. The missing act would have covered the period between the first and second act, which put a more overt focus on the themes of patricide and incest. Due to time constraints, this third act needed to be cut. In a later interview, Kaga felt that the focus on narrative weakened the gameplay. The game's initial gameplay concept was for a squad-based tactical game that excluded role-playing elements, but it eventually settled back into the more traditional Fire Emblem style of single combat between units. Narihiro also noted that Kaga kept on pushing for more role-playing elements, to the point that the team felt it was being turned into a full-fledged role-playing video game. The scale of maps was greatly increased due to Kaga's wish for a story that was epic in scope. Adjustments were made to the money, character class and ranking systems to help with balancing, while some unit movements were adjusted to lend greater realism to battles. The "Leadership" leveling system was intended to properly convey the impression of certain characters as leaders without resorting to relying on stat growth. A home base that could be freely explored between missions was initially planned, but most of its features needed to be cut due to hardware limitations, although the base concept remained in the game. The differences between the first prototype and the final build were described by Narihito as "huge", and he estimated that the game had been remade two or three times during development. The Support system, introduced in Mystery of the Emblem, was greatly expanded based on fan feedback, such as conversations between units being triggered depending on various factors to give more backstory