Dragon's Dogma 2 Interview: Hideaki Itsuno and Yoshiaki Hirabayashi on crafting a more engaging Action RPG world. |UP| Took 12 yrs to make.

Gamernyc78

MuscleMod
Moderating
28 Jun 2022
20,386
16,645

During this year's TGS, not only did we get the chance to play around an hour of Dragon's Dogma 2, but Capcom was also kind enough to give us a chance to chat about the upcoming Action RPG with both Hideaki Itsuno and Yoshiaki Hirabayashi. We talked about the challenges and objectives the team faced while developing Dragon's Dogma 2, and what they hope fans can look forward to experiencing with the title when it eventually launches.

RPG Site: It's been over a decade since the original Dragon's Dogma. What would you say is the #1 thing you want to convey to fans of the original, coming into Dragon's Dogma 2?

Hideaki Itsuno:
First off - I really, really wanted to make Dragon's Dogma 2 immediately after the first one came out. Due to diverse reasons, I couldn't quite jump to it - which is to say, I was very much looking forward to developing it. Now that I'm working on it, I'm doing it in a way that there's nothing left behind, this time around. I hope player's can look forward to the game.



RPG Site: One thing that stood out to me while playing the demo is how much of the original game's DNA is... I wouldn't say unchanged, but rather "preserved" is perhaps a better way of putting it. So many of the original game's elements are still there for everyone to see. It strikes me that, going off what I played the title feels almost like a reimagining of the original game. Was that intentional, or can you share anything about the direction the project has taken?

Itsuno:
Before jumping into creating Dragon's Dogma 2, we put together a lot of information - namely, what people expected of a sequel, what they would want from a sequel, and trying to see how that would align with what we wanted to develop as a follow-up. A lot of the concepts actually matched between what fans expected and what we personally wanted to develop, so that gave us confidence to move forward with this concept.

Of course, we were very careful with leaving in many of these key elements to convey them to a new generation of fans, but we also made many adjustments to live up to current trends and expectations. So you saying that the game felt like a reimagining of the original game is quite heartening, as that matches what we were going for.


RPG Site: Another aspect of the demo that stood out to me is how different the world feels, this time around. The original game's world, even today - as I was reacquainting myself on the flight over on my Steam Deck - is a very dense world, even compared to the open-world Action RPGs of today. Yet going through some of the wooded areas of the demo, opening the map and getting a general idea of how large the game world appears to be - it feels like we're on another level, here. It must've been quite the undertaking. What sort of considerations did the team make when designing the new game world?
Itsuno:
Density was exactly the sort of feeling we were trying to convey, and in fact it was one of the first concepts penned during our original design documents. When you focus on wide, open environments where everything is visible - nothing is scary, there's no tension.

Having wide or narrow areas doesn't necessarily mean that a game will be fun, so what we aimed to achieve was to design a world where you could see what your situation is and where you're attempting to get to, but you won't really know what's exactly right in front of you at all times. You won't be sure what can happen on the trek ahead of you and you'll have to prepare accordingly.

To that end, we had several different team members go out and explore different areas, and different landscapes, to see if we could arrive at that sort of density where things don't feel either too narrow, or too wide - so hearing that our intentions have been properly conveyed is encouraging to hear as a developer.

RPG Site: I know that the RE Engine has a medley of graphical features, and Dragon's Dogma as a franchise has that sort of density and immersion as what feels like a core pillar of its development - is there any chance that either the PC or console versions might support Raytracing?
Yoshiaki Hirabayashi: You've already played the game and seen it for yourself, so you've seen the work we've put into the visuals. As far as technical specs, we're not ready to make any announcements at this point. But we are trying to make the appropriate adjustments when having, for example, raytracing. Our work isn't limited to just the technology behind our visuals, of course; our art team has been hard at work into the visual effects - such as the lighting, the weather, how the time of day changing will all work in harmony. We hope players will pay attention and see the effort that's been put into these small details.

Updated 3/6/24

 
Last edited:
  • Like
Reactions: John Elden Ring

John Elden Ring

The Thread Maker
Content Creator
5 Jul 2022
6,095
7,263
United States
ZyFgF8uRdwUK9hpD2ZpuKo-970-80.jpg.webp




"I've really wanted to be able to make a sequel right after [the original game] came out, so sorry for making everyone wait so long," said game director Hideaki Itsuno in the Play magazine interview. "I've been so grateful to see so many fans appreciate the quality of the game and support it for so many years. Having fans support the game - both inside Capcom and out - is definitely something that helped push the project towards realisation."
 

John Elden Ring

The Thread Maker
Content Creator
5 Jul 2022
6,095
7,263
United States
e2bceupeHwEGXuWDesnrnb-970-80.jpg.webp


via GamesRadar

"It's simply the case that as a company with many large series on the go at the same time, while we, of course, love Dragon's Dogma and Itsuno-san has commented he would love to just get straight back to it, there are lots of projects scheduled, and he had to put his attention on other games for a while before being able to come back to Dragon's Dogma," Hirabayashi says. "It's not just a matter of schedule – these games, especially open-world style games, they take a massive amount of resources, manpower, and development time and planning to implement," he continues.

"So the stars really had to align for the director and a large enough team and the resources and the time to all be available at the right timing for him to get back into it. It wasn't so much that we waited for any particular reason, but that's just realistically how long it took for him to tackle everything else that was on his slate before he got back into it."