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RPG Site interviewed Hideaki Itsuno and Yoshiaki Hirabayashi about Dragon's Dogma 2:
Dragon's Dogma 2 Interview: Hideaki Itsuno and Yoshiaki Hirabayashi on crafting a more engaging Action RPG world
During this year's TGS, not only did we get the chance to play around an hour of Dragon's Dogma 2, but Capcom was also kind enough to give us a chance to chat about the upcoming Action RPG with both Hideaki Itsuno and Yoshiaki Hirabayashi. We talked about the challenges and objectives the team faced while developing Dragon's Dogma 2, and what they hope fans can look forward to experiencing with the title when it eventually launches.
RPG Site: It's been over a decade since the original Dragon's Dogma. What would you say is the #1 thing you want to convey to fans of the original, coming into Dragon's Dogma 2?
Hideaki Itsuno: First off - I really, really wanted to make Dragon's Dogma 2 immediately after the first one came out. Due to diverse reasons, I couldn't quite jump to it - which is to say, I was very much looking forward to developing it. Now that I'm working on it, I'm doing it in a way that there's nothing left behind, this time around. I hope player's can look forward to the game.
RPG Site: One thing that stood out to me while playing the demo is how much of the original game's DNA is... I wouldn't say unchanged, but rather "preserved" is perhaps a better way of putting it. So many of the original game's elements are still there for everyone to see. It strikes me that, going off what I played the title feels almost like a reimagining of the original game. Was that intentional, or can you share anything about the direction the project has taken?
Itsuno: Before jumping into creating Dragon's Dogma 2, we put together a lot of information - namely, what people expected of a sequel, what they would want from a sequel, and trying to see how that would align with what we wanted to develop as a follow-up. A lot of the concepts actually matched between what fans expected and what we personally wanted to develop, so that gave us confidence to move forward with this concept.
Of course, we were very careful with leaving in many of these key elements to convey them to a new generation of fans, but we also made many adjustments to live up to current trends and expectations. So you saying that the game felt like a reimagining of the original game is quite heartening, as that matches what we were going for.
RPG Site: Another aspect of the demo that stood out to me is how different the world feels, this time around. The original game's world, even today - as I was reacquainting myself on the flight over on my Steam Deck - is a very dense world, even compared to the open-world Action RPGs of today. Yet going through some of the wooded areas of the demo, opening the map and getting a general idea of how large the game world appears to be - it feels like we're on another level, here. It must've been quite the undertaking. What sort of considerations did the team make when designing the new game world?
Itsuno: Density was exactly the sort of feeling we were trying to convey, and in fact it was one of the first concepts penned during our original design documents. When you focus on wide, open environments where everything is visible - nothing is scary, there's no tension.
Having wide or narrow areas doesn't necessarily mean that a game will be fun, so what we aimed to achieve was to design a world where you could see what your situation is and where you're attempting to get to, but you won't really know what's exactly right in front of you at all times. You won't be sure what can happen on the trek ahead of you and you'll have to prepare accordingly.
To that end, we had several different team members go out and explore different areas, and different landscapes, to see if we could arrive at that sort of density where things don't feel either too narrow, or too wide - so hearing that our intentions have been properly conveyed is encouraging to hear as a developer.
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Timothy Cain - Developing Pillars Of Eternity and Tyranny
Dragon's Dogma 2 NEW Classes, New Bloodlines 2 Look, Monster Hunter - Top RPG News Sept 24, 2023
Timestamp
0:00 - Top RPG News of the Week
0:04 - The Elder Scrolls 6 Not Until 2026
1:30 - Cyberpunk 2077 Phantom Liberty Launch Times
2:44 - Starfield 10 Million Players
3:39 - Banishers Ghost of New Eden Gameplay
4:50 - Vampire the Masquerade Bloodlines 2 New Gameplay
5:57 - Monster Hunter 20th Anniversary
7:01 - Wo Long Fallen Dynasty Conqueror of Jiangdong DLC
7:58 - Dragon's Dogma 2 TGS Gameplay and New Classes
VGC asks Capcom why the development of Dragon's Dogma 2 has taken so long?
Interview: Capcom explains why Dragon's Dogma 2 has taken so long
DIRECTOR HIDEAKI ITSUNO AND PRODUCER YOSHIAKI HIRABAYASHI DISCUSS CAPCOM'S FIRST CURRENT-GEN EXCLUSIVE
More than a decade since it first released, Dragon's Dogma has grown to become a cult favourite.
Much like Dark Souls, it's a Japanese developer's unique take on the Western fantasy action RPG that hasn't been replicated until now with Dragon's Dogma 2.
Having played the preview build at Tokyo Game Show, our impressions were that it largely and almost uncannily plays just like the original game, but its unique feature of pawns that you can recruit to fight alongside you have been developed to be more talkative and reactive to what's happening in the game.
Game director Hideaki Itsuno tells us, rather to our surprise, that GTA 5 was a source of inspiration, saying, "That feeling of a living world is something that I've definitely tried to achieve in Dragon's Dogma 2."
Read on for our full discussion with Itsuno and Capcom producer Yoshiaki Hirabayashi, who shares why it's taken so long for the sequel to be made and why it's the company's first title of this console generation to be current-gen exclusive.
It's been over a decade since Dragon's Dogma first released. What took so long for a sequel and was there a driving factor to getting Dragon's Dogma 2 made?
Yoshiaki Hirabayashi: Dragon's Dogma is a really valuable IP to us. We knew we wanted to make a sequel at an early stage, but there wasn't really one particular thing that just changed from no to a green light. It was more that we needed a lot of things to fall into place.
First and foremost, if Itsuno-san doesn't have time to be the director of the game, it can't really get made. So having an opportunity to have him spend the time he needed on the game and being able to bring together the other resources needed, such as a large team to work on a game with this scope, just took some years for that all to really fit together. And then once it did, we got started.
Friends Per Second interviewed Phantom Liberty Game Director Gabe Amatangelo:
Cyberpunk's Director talks Phantom Liberty, redemption arcs and Cyberpunk 2 | Friends Per Second #30
Timestamps:
00:00 Intro
03:15 Interview with CyberPunk Phantom Liberty Game Director Gabe Amatangelo
48:13 Nord VPN (ad)
50:42 Lies of P
01:05:52 Unity Discussion
01:15:35 Ascendant Studios Layoffs
01:25:26 Final Fantasy VII Rebirth
01:43:03 Spiderman 2
02:01:59 User Question
02:10:08 This Week In the Wayback
02:17:30 Wrap Up
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