ahmed-xd
True Gamer
مصدر الخبرللأمانة ما كان عندي أي علم بهذا الخبر .. بس واضح انه الخلاف بينهم كبير
However, some users may think that your product is something new when they see it is different from others at first glance. Do you want them to be put off by that?
Inaba: That's true. I think it's actually a very easy game to get into. It's not like it takes a long time to get used to it, or that only quirky people or artistic people can enjoy it. I can confidently say that this time we've created a game that a wide range of people can enjoy. I'm sure Kamiya and the rest of the staff think the same. I want to strongly urge you not to worry that it's hard to get into or anything like that, which is really unnecessary.
Kamiya: I did go overboard with Viewtiful Joe, but... Viewtiful Joe is a hit with people who enjoy playing in front of an audience at an arcade. Or rather, I made it with that in mind. But Okami is different. I made it so that it can be enjoyed by a broad range of people. Viewtiful Joe isn't narrow-minded, but even if you do get in, you'll be repelled. You can eat Devil May Cry even if you think it's spicy, but Viewtiful Joe is super spicy right from the start (laughs).
-- So Okami is being soft on you because of that?
Inaba : I kept telling Kamiya, "Please don't make it as spicy as Beautiful Joe." At the time, he said he understood, but he was really just all talk. He would immediately say, "I know, but wouldn't it be better if we did it this way?"
Kamiya : As I'm making it, I feel like I want to be a bit more aggressive. I think it's okay for users to do this much, but that's a high hurdle. So, instead of pleasing users with action parts like Beautiful Joe, I don't require such amazing action, but I have a lot of mechanisms that get you into the depths. You go there thinking there might be something in this corner, and there's something there, or if you dig a little here, something might come out, and it's not related to technique. There are a lot of mechanisms that get you into the depths in those places, so if you want to get into it, you can get into it as much as you want.
Inaba: It took quite a bit of struggle to get there. With games like Viewtiful Joe, even if the user's level rises, they still fall just one step short. However, they put in a lot of effort to get better because they're just one step away from reaching that level. However, with Okami, they can reach it right from the start. Okami is designed so that players can enjoy doing what they want as long as they play. However
, it's also true that players who are called gamers can easily surpass that level, so we've designed it so that such users can find different ways to play and enjoy the game when they have the time. It's not a one-way street, but rather there are various deep ways to play and side paths, so that players can try this or that because they have the time. It's a game that players of any level can enjoy, with a sense of being enough.
users.
So you've made it extremely user-friendly?
Kamiya : That's right. I think it's extremely user-friendly. But at the same time, we've included a different element of playfulness to entertain users.
Inaba : It's difficult to make the difficulty low, or rather to make it within everyone's reach. Users get used to the game as they play, and the same goes for the development team. There's a time when the game becomes extremely easy while you're making it. Then, if you say, "Let's make it a little more difficult," the difficulty level jumps up all at once. The difficulty level changed every time we made a ROM. Kamiya was unlucky, and he was working hard when it was super difficult... and when I told him that it wasn't good enough, he broke down (laughs).
-- From what you just said, does that mean that Okami doesn't have difficulty levels such as easy or hard?
Kamiya: There is no difficulty level. I didn't want to do that. It's just my image, but when you start a game, if there are easy and hard modes, it feels like the barrier to entry is high. People who aren't very good at games will choose easy, but choosing easy is never a pleasant experience, right? You start to think that there must be a reward on hard mode, don't you? Okami is a work that I want many people to enjoy, so I just made it a normal "start" mode.
Inaba: Actually, during development, I went to him to ask for advice about an easy mode. He got mad at me (laughs). At the time, the game was getting a little difficult, so I went to talk about the need for an easy mode setting, but he said, "I'm not interested in doing something like that. If you want to do it, you can just do it yourself" (laughs). I think he was tired of trying to adjust the difficulty level to his satisfaction, but his resistance was really strong.
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