{"id":97074,"date":"2019-07-23T06:52:00","date_gmt":"2019-07-23T06:52:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/347126"},"modified":"2019-07-23T06:52:00","modified_gmt":"2019-07-23T06:52:00","slug":"a-bloodstained-q-a-with-koji-iga-igarashi","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/07\/23\/a-bloodstained-q-a-with-koji-iga-igarashi\/","title":{"rendered":"A Bloodstained Q&amp; A with Koji &#8216;Iga&#8217; Igarashi"},"content":{"rendered":"<p>In a time when so many great &#8220;metroidvania&#8221;-style games are on the market (yes, I just used that dreaded portmanteau), it was so refreshing to see something&#8230;old come back.<\/p>\n<p><em><a href=\"https:\/\/store.steampowered.com\/app\/692850\/Bloodstained_Ritual_of_the_Night\/\">Bloodstained: Ritual of the Night<\/a>&nbsp;<\/em>is the latest from game design legend <a href=\"https:\/\/en.wikipedia.org\/wiki\/Koji_Igarashi\">Koji &#8220;Iga&#8221; Igarashi<\/a>, the goth-lovin&#8217;, cowboy hat-wearin&#8217; former head of all things&nbsp;<em>Castlevania<\/em>&nbsp;who left Konami to start the independent studio ArtPlay.<\/p>\n<p><em>Bloodstained <\/em>(published by 505 Games) is a spiritual successor to 1997&#8217;s PlayStation game&nbsp;<em>Castlevania: Symphony of the Night<\/em>. Igarashi makes no claims that <em>Bloodstained&nbsp;<\/em>is some kind of innovative twist on the game&nbsp;that inspired so many of today&#8217;s sprawling exploration games.&nbsp;<em>Bloodstained<\/em>&nbsp;is a direct, unabashed throwback to the <em>Castlevania<\/em> of the late 90s, and it&#8217;s excellent.<\/p>\n<p>Here, Igarashi answers our questions about independent game development, and designing an &#8220;Igavania.&#8221;<\/p>\n<p>It&#8217;s true that I can communicate much closer to the players after becoming independent. However, I always made sure to keep an eye out for player feedback when I was in Konami so it doesn&#8217;t feel that different.<\/p>\n<p>Another huge advantage of being an independent developer is that we can listen to player feedback during the game&#8217;s early development. This time we used crowdfunding as a source of funding and promised a number of set goals from the start, which lead to a more challenging development [cycle] and [was] greatly different from the previous approach. While it&#8217;s very challenging, <strong>I do enjoy the freedom of making decisions<\/strong> and being independent.<\/p>\n<p>Creating promises at such an early stage of development was much more difficult than I anticipated. There were many advantages in this case, but if I already have sufficient funding for the next project, I would continue to use that until the end.<\/p>\n<p>However, there will be various situations where we&#8217;ll need to ask for feedback from the community. Depending on how we use it, Kickstarter is a very powerful tool and there may be possibilities in the future after careful planning.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/07\/a-bloodstained-q-a-with-koji-iga-igarashi.png\" width=\"646\"><\/p>\n<p>I wouldn&#8217;t call it a design guideline but <em>Bloodstained<\/em> does follow a strict rule that I always make the team [adhere] to.<\/p>\n<p>That is&#8230;<strong>the developer who creates the boss must beat their own boss without taking a hit and only using a dagger! <\/strong>(We almost didn&#8217;t make it&#8230;)<\/p>\n<p>We make sure that it&#8217;s possible to beat a boss without taking a hit regardless of the difficulty and by doing so, we reduce the number of unfair enemy attacks. Removing the &#8220;unfairness&#8221; allows players to think about what they could have done to avoid a Game Over. It makes them want to challenge the boss again using a different method. It&#8217;s a golden rule we follow in our games. (Honestly, don\u2019t ask us to complete this challenge more than once though&#8230;)<\/p>\n<p>First, I was figuring out how to approach a game for fans who wanted to play another exploration-based action game. This is also the first game I would be making after becoming independent, so I made it my motif to create a traditional game that would meet their expectations. <strong>My focus was to create a familiar game system that would give a sense of relief to returning players.<\/strong> New content&nbsp;needed to be added, of course, but the importance was on how the game felt in the player&#8217;s hand more than challenging new ideas.<\/p>\n<p>The theme [of] gothic horror acted as a pillar to the game design as well. There was also a specific event that happened in a certain timeline I wanted to include so the story is built upon that. From there on, I was thinking about creating abilities that would help expand the map; the rest of the design will be done when the game starts to take shape. On the game itself, Curry the Kid, who is the game director I worked with for many years, took the lead on the game design and its execution.<\/p>\n<p>The approach was very similar in terms of just the design. From what I previously mentioned, how the game felt was more important than challenging new ideas so it was important to keep the approach similar.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/07\/a-bloodstained-q-a-with-koji-iga-igarashi.jpg\" width=\"646\"><\/p>\n<p>The important part about an &#8220;Igavania&#8221; game is<strong> the longevity and the replayability of the game.<\/strong> It needs to have a good amount of content&nbsp;and things to do without boring the players. That is probably the most difficult part of developing this kind of game.<\/p>\n<p>It&#8217;s important to think about what &#8220;they&#8221; would do to make the game better and where &#8220;they&#8221; would change things in a certain part of the game they are inspired by. <strong>Keep on creating with a strong individual opinion. &#8220;Fun&#8221; is different based on each individual and there is an infinite number of correct answers.<\/strong><\/p>\n<p>While it&#8217;s important to listen to other people&#8217;s opinion, ultimately what they feel is right should be where they are be moving towards. If they don&#8217;t create something they completely believe in, whether that game succeeds or fails, they won&#8217;t know what&#8217;s right or wrong forever. It doesn&#8217;t connect to the next goal. Also, they must finish a project they started.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In a time when so many great &#8220;metroidvania&#8221;-style games are on the market (yes, I just used that dreaded portmanteau), it was so refreshing to see something&#8230;old come back. Bloodstained: Ritual of the Night&nbsp;is the latest from game design legend Koji &#8220;Iga&#8221; Igarashi, the goth-lovin&#8217;, cowboy hat-wearin&#8217; former head of all things&nbsp;Castlevania&nbsp;who left Konami to [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":97075,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-97074","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/97074","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=97074"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/97074\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/97075"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=97074"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=97074"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=97074"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}