Sony Interactive Entertainment announced the ‘PlayStation Partner Awards 2022 Japan Asia’ on December 2nd. In this article, we report on media interviews conducted at the venue.
Interviews were conducted by developers representing each successful title, such as Hidetaka Miyazaki, director of FromSoftware’s “ELDEN RING” and Tsuyoshi Kanda, producer of Capcom’s Resident Evil Village. Please take a look. HoYoverse, the Grand Prize winner for “Genshin”, declined to be interviewed.
* Articles will be added sequentially.
FromSoftware “ELDEN RING” Director Hidetaka Miyazaki
“ELDEN RING”: Grand Prize, Users’ Choice Award
――Why was the “ELDEN RING” so popular?
Mr. Miyazaki:To be honest, I didn’t analyze it much. I know it sells well, but I don’t know why. So even if I were asked to reproduce it, I’d be in trouble (laughs). However, what I have in mind is that I have no intention of changing the way things are made in the future. If I analyze deeply and seek the same success, I think I will be born with evil thoughts, so I want to stop (laughs). However, I am grateful for something like this, and I feel very fortunate.
――It has become a world class developer with sales of over 10 million units worldwide. Do you have any upcoming goals?
Mr. Miyazaki:We don’t feel like we have become world class developers. “ELDEN RING” is the result of making something unique to us. I want to keep doing the same, and I’m determined to create something more interesting and unique for us. Among them, I believe that user evaluation will lead to an environment that supports such things.
――Post-launch, do you have any user feedback that made an impression on you?
Mr. Miyazaki:I don’t really listen to direct voices from users. This is because we cannot listen to all users, and if by chance the opinions we hear become deeply ingrained in ourselves, they will influence our mods and policies. I’m afraid of it, so I’m careful not to ask for direct opinions.
However, among everyone’s reactions, there were many people who touched our game for the first time. The reaction included something like screaming, and it made me feel nostalgic. “Dark Souls” was like that. Come to think of it, I was happy to experience the same feeling for the first time in a long time. I think it’s a stimulating series when you do it for the first time, but personally I was thrilled to hear fresh ideas and freshness from those who enjoy such stimulation.
Aniplex ‘Kimetsu no Yaiba Hinokami Keppuutan’ Production Committee ‘Kimetsu no Yaiba Hinokami Keppuutan’
Kimetsu no Yaiba Hinokami Kepputan: Partner Award Winner
――Are there any pressures or elements that you appreciate in the anime adaptation of “Demon Slayer: Kimetsu no Yaiba”?
Together with the production committee:“Kimetsu no Yaiba” is an original work and animation, and it is a work that many people have seen, so I made it so that these people can enjoy it. Moreover, as an element that can only be achieved in a game, I was aware of the part where I could experience the story as Tanjiro and try out different actions with my controls.
Also, assuming there will be people playing the game for the first time, we’ve made detailed tweaks so anyone can enjoy flashy moves with simple controls.
――This is the first game of the anime “Kimetsu no Yaiba”, how was the reaction?
Together with the production committee:I had high hopes and fears leading up to the release, but as a result, both Japanese and foreigners enjoyed it. I would like to thank all the companies and players involved for being able to reach so many people.
――The character’s intro video was well received, but is there anything you focused on?
Together with the production committee:Since this is an anime adaptation game, I was aware of conveying the expressions of the characters’ actions. In the character introduction video, I not only included the camera work of the anime, but also the camera work that is unique to the game, and the scenery that conveys the feeling of action.
Konami Digital Entertainment, Producer “Yu-Gi-Oh! Master Duel”, Producer Minoru Yoneyama, Director Takahiko Yoshikawa
“Yu-Gi-Oh! Master Duel”: Partner Award Winner
――Did you expect “Yu-Gi-Oh! Master Duel” to become a hit?
Mr. Yoneyama:“Yu-Gi-Oh Master Duel” was created as an “Online Yu-Gi-Oh” that players and spectators can enjoy. We’ve received a lot of feedback, especially from fans of Yu-Gi-Oh! This enthusiasm spread through word of mouth. I didn’t expect it to spread to people who weren’t familiar with “Yu-Gi-Oh!” And I was happy about that.
――This work is developed on multiple platforms. Please tell us about the difficulties you encountered in achieving this.
Mr. Yoshikawa: With so many different platforms, it was difficult to develop each of them so that you can play comfortably with different user interfaces. For high-spec consoles like the PS5, we were interested in 4K graphics, solid visuals, and productions, and for mobile phones, we made it to specs, such as to make it easier to play. It was a lot of work, but I think we managed to create an environment where we could play comfortably.
――In which location will the “Yu-Gi-Oh! Master Duel” evolve into the “Yu-Gi-Oh!” digital in the future?
Mr. Yoshikawa: “Yu-Gi-Oh! Master Duel” was created for “Yu-Gi-Oh!” fans. So, I would like to continue to focus on the competitiveness of the game for those who love Yu-Gi-Oh.
On the other hand, there is also a “Yu-Gi-Oh! Duel Links” title, but this one is for those who like the worldview of “Yu-Gi-Oh!”. As a digital game of “Yu-Gi-Oh,” I’d like to highlight the strengths and characteristics of each and introduce the awesomeness of “Yu-Gi-Oh.”
Square Enix “FINAL FANTASY XIV” Principal Project Director Shoichi Matsuzawa, Chief Marketing Planner Yuki Onozuka
“FINAL FANTASY XIV”: Partner Award Winner
――FF14 will celebrate its 10th anniversary in 2023. Please tell us your impressions.
Mr. Onuzuka:It had been 10 years since “A Realm Reborn”, so I had been involved in it since before “A Realm Reborn”, but before I knew it, 10 years had passed in the blink of an eye. The team participating in this title has the spirit of not stagnation and facing challenges. 10 years went by in the blink of an eye because I set my goals and worked towards them over and over again. Also, the team has set a goal for the next 10 years, but I feel like time will pass quickly.
Mr. Matsuzawa: This work is an online title, and I feel like I have been walking with guys for 10 years. Many things have happened with frequent updates, but it’s all thanks to the guys. In the future, I would like to continue walking together for 10 years.
――In February, you announced the measures for the next 10 years.
Mr. Onuzuka:Every day, we strive to develop so that more customers can enjoy it in the next 10 years. We are working on a new system that allows even one person to form a party and progress through the main story, as well as a system for single players. We would like to develop it so more people can enjoy it with peace of mind, so please continue to support us. There is also a free trial that you can play for free, so I hope you will come and visit us.
Mr. Matsuzawa: Not only content support for solo runs, but also graphics updates and PS5 support. I think it’s important to always attack from now on. The scenario is over once, but if we can create a new development from here. Please look forward to it.
――What are the key elements to overcome development and future operational hurdles?
Mr. Matsuzawa: If there is, please let me know (laughs). However, I wonder if the new challenge can be enjoyed with the players. I would like to develop it with this intention.
Bandai Namco Entertainment “Mobile Suit Gundam Battle Operation 2” Producer Hiroki Kurachi
“Mobile Suit Gundam Battle Operation 2”: PARTNER AWARD WINNER
Tsuyoshi Kanda, Capcom’s “Resident Evil Village” producer
“Resident Evil Village”: Partner Award Winner
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