Difference between revisions of "Pre-3p5-Famitsu-Interview"
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'''Saji:''' Could you elaborate? | '''Saji:''' Could you elaborate? | ||
− | <span style="color:#FF0000">'''Tanabe:'''</span> Moving forward I will be undertaking more challenges (<span style="color:# | + | <span style="color:#FF0000">'''Tanabe:'''</span> Moving forward I will be undertaking more challenges (<span style="color:#800000">''TL note: Likely means he will take a more active role in other SEGA games''</span>), so I have appointed two new directors to oversee development and operations! Development will be helmed by Iwasaki-san, while operations will be lead by Yamamoto-san. |
'''Saji:''' I see! Seems like we'll be shifting into high gear with these young directors! | '''Saji:''' I see! Seems like we'll be shifting into high gear with these young directors! | ||
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'''Saji:''' The two of them are in-charge of development and operations respectively. Could you explain what the difference are? | '''Saji:''' The two of them are in-charge of development and operations respectively. Could you explain what the difference are? | ||
− | <span style="color:#FF0000">'''Tanabe:'''</span> In a nutshell, development involves contents and updates, while operation plans out events and summons (<span style="color:# | + | <span style="color:#FF0000">'''Tanabe:'''</span> In a nutshell, development involves contents and updates, while operation plans out events and summons (<span style="color:#800000">''TL note: Development folks made Angra, Operation folks made him 27,500 gems mothYEET''</span>). Both are highly involved with each other, with a lot of discussion between the two divisions. There are also various department leaders under each director - basically I outline the roadmap overview for the year, and the directors decide how to best plan and execute it. |
'''Saji:''' Event rewards are decided by the operations team? | '''Saji:''' Event rewards are decided by the operations team? | ||
− | <span style="color:#008000">'''Yamamoto:'''</span> | + | <span style="color:#008000">'''Yamamoto:'''</span> Yup that's right. |
+ | |||
+ | '''Saji:''' If you plan to introduce a new event gimmick or mechanic, you will then turn towards the development team? | ||
+ | |||
+ | <span style="color:#008000">'''Yamamoto:'''</span> Yup, if we want to add a new type of event for example, we will outline the concepts to development and ask for their help on it. | ||
+ | |||
+ | '''Saji:''' In the recent ranking events, while the reward thresholds have been slightly relaxed, Top 1,000 still seems a bit too rough. Would you consider reducing these to Top 3,000 instead? (<span style="color:#800000">''TL note: He's talking about the Prana skills offered to the Top 1k for the SMT IV Commemoration event. Saji-san looking out for the playerbase, what a bro :'D''</span>) | ||
+ | |||
+ | <span style="color:#008000">'''Yamamoto:'''</span> That's true, we also feel most players tend to hover around ranks 2,000 to 2,5000 while deciding whether or not to push for Top 1,000. While I cannot promise you anything about increasing the thresholds to Top 3,000, it is something we do monitor every time we do a ranked event. Also while we're on the topic, I would like to introduce a way to obtain these event-limited skills a few months later down the road, so that players don't feel too demotivated missing the reward cutoff. | ||
+ | |||
+ | '''Saji:''' Who decides a demon's skills and stats? | ||
+ | |||
+ | <span style="color:#FF0000">'''Tanabe:'''</span> The development team basically. There is also a Battle Team that evaluates a demon's balance, and provides feedback based on test play. (<span style="color:#800000">''TL note: Lol an entire team basically playtested Angra and went "Yup he's fine"''</span>) |
Revision as of 10:01, 9 July 2021
Translation by User:Reika
This interview was conducted and published by Saji-san, a hardcore player who also writes for Famitsu. He has some pretty interesting gameplay vids on his Twitter page, do give him a follow here! https://twitter.com/sajiy1
Translation starts here
SEGA's Dx2 Shin Megami Tensei Liberation (henceforth shortened as Dx2) will be celebrating its 3.5th anniversary on 22nd July 2021! We sat down (remotely!) for a chat with the Producer Tanabe-san, who is joined by his two newly minted directors Iwasaki Tomoki-san and Yamamoto Hirokazu-san, who will be in charge of development and operations respectively!
Let's hear what they have to say about the future of Dx2!
Changes starting May
Saji: Dx2 is entering it's 3.5th year soon! What do you think about that?
Tanabe: It's all thanks to the players that we managed to operate for three and a half years in the cut-throat mobile gaming market, thank you so much!! We are in the midst of preparing a big summer update along with a 3.5 Anniversary campaign, which we hope will be able to satisfy everyone! More details will be unveiled during our live stream on the 13th of July.
Saji: Any major changes to the 3.5 Anniversary (compared to the past ones)?
Tanabe: For starters, the management structure will be overhauled starting May.
Saji: Could you elaborate?
Tanabe: Moving forward I will be undertaking more challenges (TL note: Likely means he will take a more active role in other SEGA games), so I have appointed two new directors to oversee development and operations! Development will be helmed by Iwasaki-san, while operations will be lead by Yamamoto-san.
Saji: I see! Seems like we'll be shifting into high gear with these young directors!
Tanabe: They might be young, but these guys have been part of the Dx2 team since launch, so rest assured they have plenty of experience with the game.
Saji: Could you explain the difference between producer and director for our readers?
Tanabe: To put it simply, the producer is in-charge of the business-side of the game, while the directors are in-charge of the game's fun and quality. This doesn't mean they're only in-charge of greenlighting stuff but rather, they are involved in (and hence responsible for) the entire process from conception to eventual release. Iwasaki-san will be joining us in the next livestream to directly reveal what is in store (as the development director).
Saji: Well then, Iwasaki-san could you please introduce yourself?
Iwasaki: Hello everyone, this is development director Iwasaki speaking. I was born in 1992, the same year Shin Megami Tensei was released! While I wasn't able to play it the moment it was released, I'd like to think of us both being the same age (lol). I've been working at SEGA for 7 years, every day has been a blast working on such a popular title!
Saji: Yamamoto-san, you're up next.
Yamamoto: I joined SEGA about five years ago, but even before then I've been involved in other (smartphone) titles and works involved with demons and such.
Saji: I don't think we can publish what those titles are lol. I take it that you have lots of knowledge on demons as a result?
Yamamoto: Ever since I've become a member of society it feels like I've been involved with demons lol.
Saji: The two of them are in-charge of development and operations respectively. Could you explain what the difference are?
Tanabe: In a nutshell, development involves contents and updates, while operation plans out events and summons (TL note: Development folks made Angra, Operation folks made him 27,500 gems mothYEET). Both are highly involved with each other, with a lot of discussion between the two divisions. There are also various department leaders under each director - basically I outline the roadmap overview for the year, and the directors decide how to best plan and execute it.
Saji: Event rewards are decided by the operations team?
Yamamoto: Yup that's right.
Saji: If you plan to introduce a new event gimmick or mechanic, you will then turn towards the development team?
Yamamoto: Yup, if we want to add a new type of event for example, we will outline the concepts to development and ask for their help on it.
Saji: In the recent ranking events, while the reward thresholds have been slightly relaxed, Top 1,000 still seems a bit too rough. Would you consider reducing these to Top 3,000 instead? (TL note: He's talking about the Prana skills offered to the Top 1k for the SMT IV Commemoration event. Saji-san looking out for the playerbase, what a bro :'D)
Yamamoto: That's true, we also feel most players tend to hover around ranks 2,000 to 2,5000 while deciding whether or not to push for Top 1,000. While I cannot promise you anything about increasing the thresholds to Top 3,000, it is something we do monitor every time we do a ranked event. Also while we're on the topic, I would like to introduce a way to obtain these event-limited skills a few months later down the road, so that players don't feel too demotivated missing the reward cutoff.
Saji: Who decides a demon's skills and stats?
Tanabe: The development team basically. There is also a Battle Team that evaluates a demon's balance, and provides feedback based on test play. (TL note: Lol an entire team basically playtested Angra and went "Yup he's fine")