Pre-3p5-Famitsu-Interview

From SMT: Dx2 Wiki
Revision as of 11:24, 9 July 2021 by Reika (talk | contribs) (WIP)
Jump to: navigation, search

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!

From left, the Producer Tanabe-san, Development Director Iwasaki-san and Operation Director Yamamoto-san


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")

New Director Visions

Saji: As we embrace the new management structure, I'm sure most of us would like to hear what the new directors personally think of the game. What does the development side think Iwasaki-san?

Iwasaki: As a long-running title, there are a few things, both good and bad, that have been preserved "just because". I would like to discard this thinking and aggressively pursue a fresh new gaming experience. In order to not alienate the players, I will be working closely with Yamamoto-san to ensure our updates are released at a balanced pace.

Saji: This might be a bit difficult, but could you elaborate on the "good and bad things that were preserved"?

Iwasaki: It's not too bad as a whole, but in my opinion too much of the game's direction is decided by the higher-ups - I would like if more consideration was given to the opinion of frequent players. For example, there are many inconveniences that can easily be fixed with small Quality of Life (QoL) updates - even though these might appear small, just adjusting these will make a great deal of core players happy. I feel these tend to get overlooked by the current structure, so I would like to change that.

Saji: While new content is a must, as a player I would be grateful if you could also work on QoL updates at the same time. For example, please improve the brand sorting and filtering functions.

Iwasaki: That's a great example! Unless you are a frequent player, it's easily to overlook how much of an overhaul brand management needs. Moving forward, I hope to delegate these tasks to members who are also deeply hooked to the game.

Saji: Thank you Iwasaki-san. What about the operations director Yamamoto-san, what do you personally think of the game?

Yamamoto: With this new management structure, I would like to reconsider a lot of policies as we steer forward to the 4th anniversary. Personally, I think too much of Dx2 is over-centralized by a certain demon, be it in PvP or other content (TL note: And your battle team thought he was fine lol). While banner-exclusive demons will inevitably be stronger, I think a huge draw of MegaTen is being able to use your favorite demons, so I would like to re-explore this angle in Dx2 to increase the MegaTen experience.

Saji: What do you think needs improvement on the operations side?

Yamamoto: I touched on this a bit earlier, but I think the power-creep for banner-exclusive demons has gone a bit out of hand lately, with many feeling "I can't climb any higher unless I obtain this demon". Personally I would prefer if players summon because they like a demon instead of feeling forced to due to the meta, and I think it's important to have a balanced, diverse meta. It's a very high hurdle to cross, but I would like to tackle these issues one by one.

Upcoming content is a whole new game experience

Saji: Well then, on to the new update! Will it be an update to existing content, maybe a new stage with harder difficulties? (TL note: Basically "is the update yet another level of BoS" lol)

Iwasaki: Dx2 has added new content with every major update - our top focus has always been developing new game content. As I mentioned earlier, QoL changes are nice, but we need to balance between those and new content when deciding how to allocate our resources.

Tanabe: Previously I spent a lot of resources on testing to ensure our new releases were fatal bug-free. Iwasaki-san will be fully in-control of resource allocation in the future, so it's up to him to find his own balance.

Saji: This seems like a rather important task, what do you think Iwasaki-san?

Iwasaki: While I would like to continue developing new content, I would also like to spend extra effort on updating existing content, so the game doesn't get too stale.

Saji: I feel this applies a lot to frequently run content, such as PvP, Democalypse, Brands of Sin, Aura Gate etc.

Iwasaki: For example, I think there are many changes that can be made to spice up Democalypse. However, I am also wary about such changes upsetting players who like how Democalypse currently is, so one option is to release a spin-off incorporating these changes as a new game-mode, while also preserving the current Democalypse format.

Tanabe: This is a pretty difficult situation to be honest. I know many players who have voiced dissatisfactions about certain content, but looking at the data there is also clearly a portion of players who enjoy them, so it is hard to make sweeping changes without affecting either party. This is a dilemma the planning team frequently faces.