Posted on Leave a comment

Valve brings trading back to CS:GO in the Netherlands, though loot boxes remain blocked

Valve has issued a patch that, among other things, reenables trading and Steam Marketplace use for Counter-Strike: Global Offensive players in the Netherlands and Belgium.

This comes weeks after the company first shut the services down in compliance with requests from The Netherlands Gaming Authority, though it is worth noting that players in those regions are still unable to open in-game loot boxes. 

The way The Netherlands Gaming Authority sees it, loot boxes don’t violate Dutch law on their own. But when some sort of real-world value is given to the items received from loot boxes, say through an online marketplace or trading system, those loot boxes become something that violates the authority’s Betting and Gaming Act.

Valve was one of several companies to receive notices from the Netherlands Gaming Authority that its games were currently in violation of Dutch law. Following that notice, Valve revoked access to trading and Steam marketplace for both Counter-Strike: Global Offensive and Dota 2 players while, as detailed in a letter, it worked with legal counsel to navigate the Betting and Gaming Act. 

“The Kansspelautoriteit accusation is different from how other countries think about loot boxes, so we hired Dutch legal counsel, looked at the recent Study into Loot Boxes published by the Kansspelautoriteit, and learned more about Dutch law,” a Valve representative previously said in a message sent to players last month. “We still don’t understand or agree with the Kansspelautoriteit’s legal conclusion, and we’ve responded to explain more about CS:GO and Dota 2.”

While this most recent change doesn’t come with an in-depth explanation from Valve, it appears that leaving loot boxes out of the picture for players in The Netherlands and Belgium makes it possible for the Steam marketplace and trading systems to operate as they did prior to the gaming authority’s letter. 

Posted on Leave a comment

Japan is taking steps to legalize paid esports tournaments

Laws aimed at illegal gambling have long prevented Japanese esports events from offering cash prizes, but the country is looking to change that through a licensing program that exempts some players from those very laws.

As Bloomberg reports, this is both a shifting moment for Japanese esports competitors and for game companies themselves. Developers and publishers in Japan stand to make a significant amount of money by selling tickets, advertising, broadcast rights, and merch for major esports competitions. Until now, Japan was closed off to those opportunities. 

The Japanese government will issue a select few licenses to a “few dozen players” that rank well in an esports event this weekend. Those licenses then permit those players to compete in paid video game events in the future.

This weekend’s event will see players will compete for professional licenses in Winning Eleven 2018 (AKA Pro Evolution Soccer 2018 in the West), Call of Duty: WWII, Street Fighter V: Arcade Edition, and Tekken 7, along with the smartphone games Puzzle & Dragons and Monster Strike

Lawmakers formed an esport-centric coalition last year called the JeSU to handle matters relating to Japan’s esports industry late last year, following rumblings that competitive video games could be featured in future Olympic events. The licensing program in the fruit of that committee’s efforts, and mirrors programs in place for professional golf, baseball, and tennis. 

“This is the first big step,” JeSU vice president Hirokazu Hamamura told Bloomberg. “What’s really important for the esports movement is whether our players can become stars. And I think that’s coming.”

Posted on Leave a comment

The Weekender: Oh Look Here’s Battleheart 2 Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. We’ve got a few new releases to go over and a whole lot of sales. Let’s get to it!

Out Now

Battleheart 2 (iOS Universal) – Full Review Coming Soon!

Battleheart was one of the first real-time strategy gems in the App Store, and remains a fun game, if a bit dated. It’s seven years later and Mika Mobile just released a sequel on iOS and…well, not much has changed. Battleheart 2 definitely took the if-it-ain’t-broke-don’t-fix-it approach and features the same real-time, squad-based combat of the original. While it is true Battleheart wasn’t broken, it definitely needed some freshening up. Unfortunately, there’s no advancement of game mechanics or a new, compelling story within which the action takes place. In fact, there’s not much of a story to speak of, and combat consists of cycling through a few repetitive fights until you’re ready to take on a boss. Once you beat him it’s off to a new area on the world map to rinse and repeat.

Combat that felt fresh seven years ago will leave many feeling a bit bored these days. Characters and enemies still sedately trot from place to place in Battleheart 2, which makes micro-managing four characters easier, but is far from the pace of today’s RTS titles. The graphics, sounds, and effects are also about the same as they were seven years ago in the original game, and while reusing some assets is certainly to be expected Battleheart 2 lacks the polish and pizazz of many of its contemporaries.

The biggest change in the sequel is supposed to be the inclusion of a cooperative multiplayer mode. Mika Mobile cites the ability to split your party among up to four players, each controlling their own hero. This sounds really cool and lots of ways to make use of this spring to mind, but I can’t figure out how it works. You pick a region and are asked to select a room name and once you’ve done that, nothing really happens. Maybe if two or more players enter the same room name something happens but I wasn’t able to test it and I shouldn’t have to guess as to how it works.

The bottom line is that Battleheart 2 is a new game with more of the same. This will appeal to many fans of the original, and there’s certainly something to be said for nostalgia, but for the rest of us there are better options out there.

Fighting Fantasy Legends Portal (iOS Universal and Android) – Full Review Coming Soon!

Fighting Fantasy Legends’ Portal brings three more books from the legendary writing duo Steve Jackson and Ian Livingstone to mobile life. It covers the Deathtrap Dungeon trilogy—Deathtrap Dungeon, Trial of Champions, and Armies of Death—three adventures full of choices, tests of luck and skill, cards to collect, and of course combat. The gameplay is similar to the previous Fighting Fantasy Legends adventures by Nomad Games. You move through the adventure making decisions about which way to go and what to do at certain points.

There are a number of event locations throughout where you stop and draw a card from a deck full of monsters to fight, treasures to claim, traps to bypass, and other events. Fighting monsters and surviving traps and other trials are all dice dependent. You have a bunch of six-sided skill dice and luck dice. You start out with one success on each die and are able to improve them over time. When you’re faced with a challenge you have to get a certain number of successes out of your dice which varies based on difficulty. It’s a fun system but obviously prone to chance, both positive and negative, so keep that in mind if you’re not a fan of big luck swings. Fighting Fantasy Legends’ Portal is a lot of fun and Nomad Games has once again done a great job evoking the feel of the old-school books. If you’re a fan of those books, the first game, or the RPG/Adventure genre definitely check it out.

Nightmarium (iPad and Android) – Full Review Coming Soon!

Nightmarium is a tabletop game about bringing nightmares to life in the form of creepily combined monsters. You assemble head, torso, and legs from four different fearful genres and unleash them upon your foes. The first player to Frankenstein up five creatures of doom wins. The game is fast and simple to understand with some relatively simple tactics. It’s good for those easy-breezy gaming needs but won’t satisfy a hard-core strategizing itch. It also only offers pass-and-play multiplayer, no online action, so it’s more of a tabletop-game replacement at this point.

Nightmarium

Trism II (iOS Universal)

The App Store turned 10 years-old this week and Trism launched on its very first day. It became a star on the fledgling store with its bright colors, easy touch controls, and intuitive gameplay. It’s sequel, Trism II, launched this week into a vastly different App Store, one overflowing with puzzlers and games in general. It’s much tougher to stand out so Trism II introduces weird RPG/adventure-like wrapper with walking and talking triangle people, the trisms. You pick a hero and adventure through a world rescuing trisms and defeating bad guys through beating levels of the puzzle. The puzzle gameplay is a bit different as well, rather than sliding rows of the triangles you tap to add new ones to blank spaces and attempt to match up three adjacent same-colored triangles in order to remove them. I found the early game pretty easy and the adventure story a bit distracting, but then I prefer my puzzlers to be largely unhybridized. If you’re into puzzle/adventure mash ups Trism II may be right for you.

Sales

Warbands Bushido (iOS Universal and Android): Free (Review)

Warbands: Bushido is a digital collectable card and miniatures game with a look, feel, and play style that evokes tabletop miniature war gaming. It’s also free right now on iOS, though it does have in-app-purchases.

Medieval Merchants (iOS Universal): $.99

Hanseatic League trading sim Medieval Merchants has been around since 2013 and is hitting a mere $.99 for the first time ever. It’s only been on sale one other time, so act now if you’re interested!

Dust and Salt (iOS Universal and Android): $.99

Text-based adventure, turn-based combat…Dust and Salt just came out last May, looks quite intriguing, and is on sale for the first time for a mere $1. That’s probably worth checking out, right?

Knights of Pen & Paper (iOS Universal and Android): $.99

Old-school meta-RPG Knights of Pen & Paper is down to its lowest price in four years, just a buck.

Asmodee Digital Sale

A large selection of Asmodee Digital games are on sale this week. We’ve only linked to the iOS store below, but the discounts are also on Android as well.

MLB Manager 2018 (iOS Universal and Android): $1.99

Act as GM and coach and lead your favorite baseball team to success in MLB Manager 2018, on sale for the first time for $2.

The Quest Games

Classic role-playing game The Quest and the Islands of Ice and Fire expansion are both on sale. Check out our five-star review of The Quest and then get going with some old-school adventuring.

Planescape: Torment (iOS Universal and Android): $3.99 (Review)

Classic post-apocalyptic RPG Planescape Torment is normally $10 but on sale for 60% off.

Seen anything else you liked? Played any of the above? Let us know in the comments!

Posted on Leave a comment

CopperCube 6 Game Engine Released (And Now Free)

To pieces of news in one post!  First off, today CopperCube 6 was just released.  Second, it is now also available for free!  If you are interested in learning more about this 3D game engine aimed at creating games with little to no programming, be sure to check out our CopperCube 5 hands-on video available here.

Of course, there has to be a catch… how are they going to make money to support continued development?  Well, there are upgraded versions available:

image

So basically the Free tier lacks post processing effects, video playback and a command line interface while requiring a splash screen.  The Studio version is the same as the pro version, except comes with the game client source code.

As to what is actually new in CopperCube 6, here is the feature list from the forum announcement:

– Post-Processing Effects
– Full FBX import with Animation
– New lighting system
– Unified colors and lighting
– DDS support
– WebGL 2 support
– Loading screen image
– Multi Selection
– WebGL automatic pointer lock
– Freeze Scale command
– Better Wireframe mode
– Automatic DirectX installer
– Scene Metrics tool
– Nicer User Interface
– More terrain generation options
– Lots of performance improvements
– Updated Lightmapper
– Improved OpenGL renderer
– Improved WebGL font rendering
– Automatic clip prevention for FPS camera children
– Preview of new D3D 11 renderer (alpha, not public yet)
– and many more smaller new features

Full change log available here.  CopperCube is already available for download on Steam, weighing in at just under 100mb.  CopperCube is available on MacOS and Windows, sorry Linux users.

[embedded content]

GameDev News

Posted on Leave a comment

Fornite Season 5: What it means for iOS players

Fortnite’s Season 5 has officially arrived and it’s ready to cause a ton of sleepless nights. Along with the various map changes, new cosmetics, and mechanics, Fortnite’s fifth season comes with a host of weapon balances. While many of the alterations won’t drastically impact the game as a whole, it will give mobile players a more enjoyable experience. Epic Games has also added in a mobile-specific feature for those looking for a more convenient way to shoot as enemies.

Want some tips on how to play Fortnite on mobile?  Or how about a guide to building?

The biggest balance came in the form of a damage tweaking to the Silenced SMGs. Both of these weapons never saw a ton of play on consoles, despite their potent ability to quickly kill someone. Given precision aiming on a phone is quite tricky, the SMGs are one of the best weapons you can carry into battle. Here’s a quick look at the patch notes for these guns:

  • Tac and Silenced SMG environmental damage now correctly matches player damage.
  • Changed the damage drop-off profile for the Suppressed SMG to be the same as other SMGs.
    • Fall off starts at 24 meters from 28 meters.
    • Damage reduced to 80% at 35 meters from 85% at 47.5 meters.
    • Damage reduced to 65% at 50+ meters from 75% at 70+ meters.

This is going to make the Silenced SMG a bit weaker in most medium range engagements. Ideally, this should be swapped too when someone rushes you or if your shotgun needs to be reloaded. The 80% damage reduction at 35 meters isn’t a steep decline, but it’s enough to make the weapon less viable on mobile. If you do have a choice between a Silenced SMG and Tactical SMG, make sure to pick the latter. It’s much better for quickly taking out opponents with burst damage and can drop at a higher rarity.

Fortnite Mobile 2

Epic games have also added a unique vehicle to the game that will certainly help with traversal. Called the All-Terrain Kart, this golf cart is capable of holding four people and can quickly zip across the map.

  • All Terrain Kart (ATK)
    • The new All Terrain Kart (ATK) has room for your entire squad.
    • Get a speed boost after drifting.
    • The roof acts as a bounce pad.
    • Work together as rear passengers to leap over obstacles with the All-Terrain Kart (ATK). Lean back and release at the same time for a higher jump.

While it’s easy to view this item as a novelty, the ATK has a lot of potential – especially for mobile players. One of the biggest issues many new and veteran players face is fluidly moving across the map. This will typically end with players wasting a ton of resources, not having enough time to loot, or getting separated from their squad. Thankfully, the golf kart alleviates many of these problems and can even present some unique opportunities to secure kills.

Unlike its console counterpart, Fortnite mobile players don’t have the fastest reaction time due to the game’s UI. This makes it quite easy to drive towards an enemy, get out, and kill them before they can react or set up a proper defense. It’s also useful since players driving it are way harder to hit since precision aiming on a phone is very tricky. Even though this cart will cause some mischief on the PC, it will absolutely define games on mobile.

Fortnite Mobile 3

Finally, we need to look at the changes directly made to the mobile version of Fortnite. Epic has introduced a new mechanic that allows users to automatically fire at enemies by holding their finger down. Below are all of the patch notes that are specifically for the iOS version: 

  • Autofire has been added as an option on mobile platforms. Enabling this causes the player’s weapon to automatically fire when the reticle is over an enemy that is within range.
  • Players will be given the option to select their preferred fire mode after launching. All players can change their preferred fire mode by navigating to Options, Custom HUD Layout, then choosing the ‘Select Fire Mode’ option and confirming their selection.
    • Tap-to-fire.
    • A dedicated fire button.
    • Autofire.

Bug Fixes

  • The Thermal Scoped AR now has the proper visual effects on all devices.
  • Vehicle passengers can now detonate Remote Explosives.
  • Entering build mode while holding the “fire” button will no longer adversely affect your ability to build in the future.
  • Health and Shield numbers will no longer be displayed as your own while spectating. 

Having another way to fire your gun is certainly a welcome addition, even if it has limited application. If you are going to use Autofire, make sure it’s with weapons like SMGs, shotguns, Miniguns, and LMGs. Any type of rifle should still be fired by tapping so you can control the bloom and have better accuracy. Overall this is a smart decision that will certainly alleviate some frustration and it can be turned off if you don’t like it. While this update doesn’t fix some of the major problems in the mobile battle royale genre, it’s definitely another step in the right direction.

Let us know in the comments how you’re getting on with the game now that Season 5 has landed.

Posted on Leave a comment

A note from the developers of Octopath Traveler

A note from the developers of Octopath Traveler

Yasunori Nishiki, Composer

I’m Yasunori Nishiki, the composer for Octopath Traveler. Octopath Traveler is a labor of love developed by a team that grew up in the golden age of RPGs, and was determined to update the classic RPG for the modern age. To that end, my goal was to create a soundtrack with memorable melodies and lavish soundscapes that incorporated live orchestral performances. From the main theme to battle and cutscene music, I strove for clear melodies and powerful yet not overly complex songs that would rise to the level of the evolved HD-2D graphics.

Also central to the game is the concept of a journey. With the various overworld and town themes, I wanted players to be able to feel the many living, breathing locales that they reach in their travels. If you could stop along the way from time to time and take in the sounds of the world along with its nostalgic sights, nothing would make me happier.

Keisuke Miyauchi, Director, ACQUIRE
Octopath Traveler is an RPG centered around the idea of a journey. To make sure that all players could enjoy their own journey, we focused on three points in particular:

  • The first is the glorious visuals rendered in “HD-2D.” We took inspiration from the pixel art of the RPGs we ourselves used to play, updating them with modern technology to create rich and varied landscapes that we believe players will find to be both nostalgic and freshly beautiful.
  • The second is the interactivity, with each character able to interact with the residents of Orsterra through their Path Actions. We hope you’ll enjoy getting to know the people, with their sometimes tragic, sometimes heartwarming stories and pasts.
  • The last point we paid special attention to was freedom. From your starting character to the course you chart across the realm, the choices are in your hands. We encourage you to spin a tale of adventure all your own.

Masashi Takahashi, Producer, SQUARE ENIX
At long last, the release date is here! Whether you’ve been following this project from the start, discovered it with the demo versions, or heard of it only recently, we’re truly happy to finally be able to bring you this tale of eight brave souls.

We hope that with Octopath Traveler you’ll enjoy talking to each other about how far along you’ve gotten, how you picked up certain powerful items along the way, and the like—just like the good old days of classic pixel art RPGs.

Releasing the game simultaneously around the world was a significant challenge for us, but the tremendous reception we’ve received has made all the struggles along the way worth it. Just thinking that fans in all corners of the world will be enjoying Octopath Traveler at the same time truly blows me away. I hope you all enjoy the journey!

Banner illustration by Naoki Ikushima, Character Design, SQUARE ENIX.
Thanks to one and all! Happy travels!

For more information about the Octopath Traveler game, please visit https://octopathtraveler.nintendo.com/.


Blood
Suggestive Themes
Fantasy Violence
Mild Language
Use of Alcohol

Posted on Leave a comment

Ready for adventure? Captain Toad: Treasure Tracker is now available!

Ready for adventure? Captain Toad: Treasure Tracker is now available!

The fearless Captain Toad has explored his way to the Nintendo Switch™ system and the Nintendo 3DS™ family of systems in his very own puzzle-filled adventure. Summon your courage to dodge dangers, outwit enemies, and track treasures across many trap-filled courses. This quest will span smoldering volcanoes, hazardous steam engines, spooky haunted houses, and new courses based on the Super Mario Odyssey™ game. Treasure awaits!

Features

  • Track treasure through maze-like courses.
  • Explore new courses inspired by Super Mario Odyssey. Play through the game to unlock these stages, or unlock immediately by tapping a Super Mario Odyssey series amiibo™ figure (sold separately).
  • You can share the fun with a friend in two-player co-op mode, exclusive to the Nintendo Switch version of the game.
  • Unearth secrets and collect goodies by viewing worlds from every angle.
  • Unlock and play as Toadette too!

If you would like to purchase this game, or try the free demo, please visit https://captaintoad.nintendo.com.


Mild Cartoon Violence

Posted on Leave a comment

Weekly Jobs Roundup: Square Enix, Rockstar Games, and more are hiring now!

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: Tokyo, Japan

The Advanced Technology Division is the Research & Development department of Square Enix Japan. Bringing together experts from the fields of rendering, animation, physics simulation, artificial intelligence (AI), networking, big data, workflow, virtual reality (VR) and sound, it not only researches state of the art of game technology but also contributes to many productions. The studio is seeking motivated and experienced artists, programmers and technical artists to work with it in Tokyo on its next projects and push the boundaries in content creation.

Location: London, Ontario, Canada

The team at Digital Extremes is looking for a Weapons Artist to assist the lead artist in creating triple-A standard hard service assets and create models, both high and low poly, along with textures and materials for use as real-time game assets. Ideally, the role requires knowledge of the asset creation process and skill in modeling and hard surface sculpting, though having shipped a triple-A game in the role of 3D Artist is a plus as well.

Location: London, England

Rockstar Games is looking for a dedicated Community Manager to join the International Online Marketing team at its London office. Responsibilities will include writing, editing and helping to manage and produce our online content, social media activity, community engagement and direct consumer response – with a focus on fans in key international territories including France, Germany, Italy, Spain, Japan and Latin America.

Location: New York, New York

The Game Manager will partner closely with Tilting Point’s development partners to design and implement, across multiple games, features aimed at monetizing, engaging and retaining players, as well as collecting, analyzing and interpreting data about the game’s performance, economy, and financial results. You’ll participate in developing and refining the economy of several games, while collaborating with development partners to ensure that key features are properly defined, implemented and evolved.

Location: Frankfurt, Germany

Deck13 Interactive is looking for a Sr. Game Designer to join its team in Frankfurt. This role seeks a dev that is experienced in hands-on development, an expert in the area of enemy design and combat feel, and is comfortable collaborating with other developers across other disciplines. In this position, a designer would drive and organize the design, implementation, tuning, and polish of combat encounters and features.

Posted on Leave a comment

Facebook spends $88M on Oculus permits in Seattle to expand VR headquarters

Facebook has spent $88 million on Oculus-related permits so far this year in an effort to expand its satellite VR headquarters in and around the Seattle area.

Expanding operations further into the Pacific Northwest doesn’t come as a big surprise, as Facebook has spent $106 million on construction and development permits for Oculus offices in Redmond during the past three years. 

As reported by TechCrunch, Facebook has purchased permits for at least eight new offices in the area, with data from BuildZoom (a real estate analysis resource) confirming five properties in particular spanning more than 90,000 square feet of lab and office space.

It seems as though Facebook intends to use the space for more research and development, as the company was looking for 200,000 square feet worth of R&D space in Redmond last fall to grow its existing Oculus research efforts there as well. 

Posted on Leave a comment

Don’t Miss: What went right (and wrong) during the development of Persona 4

[In this Gamasutra-exclusive postmortem, the Atlus team behind Shin Megami Tensei: Persona 4 — most of which continued on from Persona 3 — discusses its experience creating the acclaimed RPG, including a development overview as well as specific “What Went Right” and “What Went Wrong” highlights.]

Our goal with Persona 4 was to create a title for young adults in a modern day school setting, but with appeal for a wide audience. For players who became fans of the series with the previous game, Persona 3, we retained gameplay basics that had proved successful, while adding an element of suspense. We hoped that a murder mystery plot in which a group of high school students pursued the culprit would connect with the players.

Many of the core members of the Persona 4 project were from the internal development team led by the director, Katsura Hashino. Their previous titles included Shin Megami Tensei: Nocturne, the Digital Devil Saga series, and Persona 3. The art director, Shigenori Soejima, joined the team during Persona 3. However, the rest of the staff, including composer Shoji Meguro, had been working together for about ten years.

Except for the animation, the game was done entirely in-house by the team. Our primary asset creation tools included 3ds Max 8, Adobe Photoshop, PaintTool SAI, and Adobe After Effects 6.5J, while design and effects were handled with our own internal tools.

(As a side note, the surgical action game Trauma Center: Under the Knife was also designed and produced by Katsura Hashino. A few members of that game’s staff were assigned to form a new team, and since then, they have been handling the development of the Trauma Center titles.)

What Went Right

1. Critical acclaim: Persona 4 received high praise from both the media and the consumers. Our primary consideration when deciding what to change and what aspects of development to examine was the commitment to making this game better than the last. The players were generally satisfied with the game, and we feel confident as we move on to our next project.

2. Budget: The development cost was set at about the same level as that of Persona 3. To satisfy the consumers, we spent the majority of our resources on increasing the volume of features that the players liked, improving the game systems, and working on the story and characters (the two key components of an RPG). In the end, we were able to keep the number of omitted features to a minimum, while incorporating many changes and additions to reflect the opinions gathered toward the end of development.

3. Player feedback: We were able to carefully select many of the new features by internally evaluating the previous title and examining player feedback. By doing so, we could concentrate on making adjustments to the areas that were most crucial to the game’s quality.

4. Team stability: We didn’t make many changes to the roles of the development team members who continued on from the previous title. This gave each person a clear understanding of what issues needed to be addressed, allowing us to operate smoothly during development. It also allowed the various staff members to communicate effectively with the director.

5. New hires: Some of the new staff members who joined the Persona 4 development team were fans of Persona 3. They did a great job gathering feedback on the previous title and evaluating the content of the new game.

What Went Wrong

1. Storytelling challenges: It took a tremendous amount of time and effort to finish the intense, suspenseful story with as many twists as it has, as well as integrating the game’s theme of “how one accepts information from the media.” While it was fun creating the mystery novel-like scenario, we had no previous experience in working on such a plot, so we were making adjustments to the storyline until the very end.

Also, one of the villain characters changed in the middle of development; since the character design was done before the story change, the design did not reflect the fact that he was a villain.

2. Real-time weather design: Unlike in the previous title, Persona 4‘s time limit for each dungeon was affected by the in-game weather. We did this with the belief that such a system would create the feeling of urgency, since the player didn’t know when damage-causing fog would appear.

However, when we implemented it in the game, players were inclined to make dungeon investigation their first priority. Their mentality was, “If I don’t know when the fog appears, I should finish the dungeon as soon as possible.” As a result, dungeon crawling and working on the inter-character Social Links, which are equally important, became completely separate and imbalanced.

We tried to compensate by adjusting the weather, in-game messages and story progression, but that created an unexpected workload. A huge amount of data could not be finalized until the weather was set, but the weather kept changing due to our design adjustments.

3. Urban misconceptions: When we decided that the story took place in a rural town, we found out that each staff member had their own image of a rural town that was completely different from the others’. So we immediately held a meeting to discuss what the most typical rural town was like, and the entire team went out to various places for location hunting. This was the first time the development team conducted such a large-scale location hunt.

4. The QA time sink: We end up having this issue every development cycle, but doing QA for an RPG takes a significant amount of time. For example, it takes more than a month for the director to go through the entire game once, checking the content and giving feedback to the team.

We kept playing the game over and over again, as many times as possible, until the game went gold. The more time we spent on debugging, the harder it became for us to put ourselves in the mindset of how gamers would feel when playing the game for the first time. In the end, we all wish for our next project to be an action game.

5. Horizontal feedback process: About two months before finalizing the code, we had the entire team post comments and criticisms about the game on our internal development website. For Persona 4, the new staff members (most of whom were Persona 3 fans) made the biggest contributions to this process, and we ended up with close to 2,000 posts — anything from fundamental problems to personal tastes.

We addressed more than 1,500 of those concerns in some way or another, but the staff kept making comments like “This should be changed like this,” or “This part is no good.” The design director who decided how to fix the issues and the staff members who implemented the fixes were on the verge of a nervous breakdown, begging, “Please… No more…”

Nevertheless, the game’s quality increased and the consumer satisfaction was high, partially as a result of that internal feedback process, so we’re glad that we did it — but the thought of having to do it again for another project gives us chills.