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- Reports of “Captivating Experiences”
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2024.11.05
Examining the trajectory of “Ryu ga Gotoku,” an entertainment for adults that has grown to be one of SEGA's flagship IPs, and its further evolution! [Part 2]
In Part 1 we followed the trajectory of “Ryu ga Gotoku” from the first number in the series to the fifth, “Ryu ga Gotoku 5: Yume Kanaeshi Mono,” which was released as the “total culmination” of the series.
In Part 2, we conducted an interview about the new initiatives of “Ryu Ga Gotoku Studio”, including the development of the new engine for “Ryu ga Gotoku 6: Inochi no Uta” (“Ryu ga Gotoku 6”), the background behind the change in the protagonist and genre for “Ryu ga Gotoku 7: Hikari to Yami no Yukue” (“Ryu ga Gotoku 7”, “Yakuza: Like a Dragon” in western countries), the latest installment released in February 2020, “Ryu ga Gotoku 8,” (“Like a Dragon: Infinite Wealth” in western countries) and the future direction of the “Ryu Ga Gotoku Studio”.
If you have not yet read Part 1, please start with Part 1.
Challenges of developing a game engine
―Apparently “Ryu ga Gotoku 6” that went on sale on December 8, 2016 involved hitherto unencountered and major challenges on the technical side. Can you tell us about them in more detail?
Yokoyama:
The biggest thing about “Ryu ga Gotoku 6” was that we decided to recreate a game engine. We had been working on the development of a completely new game engine called the “Dragon Engine” for about three years before release. A game engine can be simply described as a piece of software that compiles all the functions necessary in game creation. One of the factors behind the way that we had been able to release large-scale games like the “Ryu ga Gotoku” series up to “Ryu ga Gotoku 5” and all its spinoffs at a constant pace and over a short time was that we were able to incorporate existing data, since as it’s a series in which the same characters and towns appear. However, if it comes to changing the game engine, none of the accumulated data can be used and it becomes a case of “throwing away everything we’ve made.” Nonetheless, the reason we decided to develop the Dragon Engine was that, in the midst of rapidly progressing technical innovation, instead of pursuing a stopgap approach, we had a sense of crisis that unless we made something that could be used for the next five years, we would end up being unable to keep up with technical progress.
Sakamoto:
When the new PS4 gaming platform appeared and we were thinking about how we could improve our expressiveness, we realized through the development of “Ryu ga Gotoku” until “Ryu ga Gotoku 5” that if we continued the hitherto way of doing things we would not be able to make anything even better.
Yokoyama:
Up until that time we had simply been looking at what was in front of us and working frantically with it, but we came to the decision that in order to ensure the evolution of “Ryu ga Gotoku” in the future we needed a game engine that was totally specific to the franchise. Since developing an entirely new game engine requires a total makeover including all the design data, it is a very time-consuming process. In fact, as we could not keep our users waiting too long while working on the new engine, we released the two titles of “Ryu ga Gotoku Ishin!” and “Ryu ga Gotoku 0: Chikai no Basho” (“Ryu ga Gotoku 0”).
―The development of the Dragon Engine started from square one. What were the difficult points?
Sakamoto:
After the completion of “Ryu ga Gotoku: Ishin,” while the other team members were developing “Ryu ga Gotoku 0” by my side, I continued with basic research into game graphics. While developing the game engine in a state of virtually groping around in the dark, I felt that this situation was very close to when we made the very first game in the “Ryu ga Gotoku” series. And amid a state of affairs in which the content of “Ryu ga Gotoku 6” was still undecided, while trying to envisage some of the requisite elements such as more sophisticated image expression and functions, we continued the step by step work of building up each technical element for about three years. Simultaneously, I approached the development in solidarity with the programming team with a sense of “since we’re starting from square one let’s pull out all the stops.”
In “Ryu ga Gotoku 6,” which uses the new Dragon Engine, we were able to achieve a seamless transition between event scenes and battle scenes and so on that make a clear distinction from previous titles. In addition, while up until then the characters had always appeared large in comparison to buildings and street signs, we used more realistic dimensions and were thorough about all the smallest details. As a result, I think we were able to turn the game into a title in which the players of “Ryu ga Gotoku 6” can immerse themselves as the lead character in the fictitious towns of Kamurocho and Onomichi Jingaichou that are its settings.
Yokoyama:
Furthermore, thanks to the Dragon Engine we were able to achieve real time physical control. For example, up until “Ryu ga Gotoku 5,” during battle scenes attacks on the opponent judgements were processed by a separate element, but now it is possible to properly tell whether attacks have hit their target, thus producing the concept of failure or successes in attacks and enabling action experiences with a sense of more tension. It was because of the Dragon Engine that we were able to make such improvements to the play experience from this point of view.
―In addition to these challenges, “Ryu ga Gotoku 6” was given the catchphrase “Final chapter of the Kazuma Kiryu legend”. What were your intentions?
Yokoyama:
Developing the Dragon Engine with a view to the next five years of the series, and then on the other hand putting an end to the protagonist Kazuma Kiryu – it’s a bit contradictory isn’t it! (laugh) While there are things that we want to do on the technical side toward future, there was a difficulty in creating a game that comes close to ending the “Ryu ga Gotoku” series. Nonetheless, we decided that “Ryu ga Gotoku 6” would be the last in the series in which Kazuma Kiryu is the sole main character.
―Why did you decide to end his story here?
Yokoyama:
To be perfectly honest, the fact is that making Kazuma Kiryu the protagonist leads to many restraints. We can’t change his personality, so we can’t make him do things he would be unlikely to do. Furthermore, we wrote the “Ryu ga Gotoku” series with the intention of depicting everything that happened in the life of Kazuma Kiryu, and we felt that by “Ryu ga Gotoku 6” we had completed depicting it. The timing of bringing to an end a long-running series is difficult, but as the title is quite dramatic, we thought that it should have an ending and we made this to the final chapter.
Innovation through a change in the protagonist and the game genre
―What was the background to the arrival of the new protagonist in “Ryu ga Gotoku 7,” Ichiban Kasuga?
Yokoyama:
As we had finished off Kazuma Kiryu’s story we started by having to make a new protagonist, and the process of deciding about what sort of character we wanted to make took about a year. At the time, when we were developing a new smartphone game called “Ryu ga Gotoku Online” in collaboration with other business divisions in our company, the character of Ichiban Kasuga gained a good reputation internally as “good in some way,” and after the release of the game he proved highly popular with users and we felt a positive reaction. Then just at the point when we thought we would start the new series with him as the protagonist we were knocked sideways.
―I heard that the new plan failed to pass the internal screening.
Yokoyama:
We were told in no uncertain terms by the then president: “This has no innovation at all, and no visible prospects of future of success so I cannot approve it.” Our plan was simply kicked out. Once “Ryu ga Gotoku” had become established as a series, none of the proposals for new titles had failed to pass the internal screening. It was a work that would pass internal screening merely by us saying we were making a sequel.
The plan at the time was for an action adventure like the hitherto “Ryu ga Gotoku” and I did feel a slight sense of unease about whether it was all right to carry on like this, whether just changing the protagonist and the story would prove to be successful or not, so in a way the president’s words were convincing. From the point of view of the president it was essential that he invested in it and made it a success. Looked at from that perspective, I thought it was sober decision that we would end in failure if we had simply carried on as is. As I went back to the studio I suggested to Sakamoto making “Ryu ga Gotoku 7” a role-playing game (RPG). I had thought for some time that “Ryu ga Gotoku” had a great affinity with a story-driven RPG format and thought that if we were going to change then it was now or never.
I revised the proposal that night and made a new proposal to the president for an RPG version “Ryu ga Gotoku 7” that held the prospect of bringing in new users, saying “Don’t you think this is worth investing in?” He said: “It’s challenging and innovative.” The proposal passed the screening then.
There is a tendency to think that game production is about the job of creators alone, but from time to time it’s the company organization that helps to change things. Chairman Satomi helped the whole project during the development of the first in the “Ryu ga Gotoku” series, (see Part 1) and with “Ryu ga Gotoku 7”, we were able to apply big change in series, thanks to this screening process.
“Changing” not only the protagonist but also the game genre of a series that has already achieved success – it’s quite difficult to pluck up the courage to take the first step but it was an essential innovation for the sake of the future of the “Ryu ga Gotoku” series. If the opportunity gained by the rejection of the original plan had not arisen it’s possible that today’s “Ryu ga Gotoku” might not exist.
―How risky is it to change the game genre?
Yokoyama:
To give an example, it’s somewhat like a chain of beef on rice restaurants saying “As of tomorrow we’re going to stop serving beef and become a chicken on rice restaurant chain.” If the loyal customers who go to the restaurant wanting to eat beef find only chicken, they’ll stop going. Fans move on elsewhere as a matter of course. In fact, when we announced that “Ryu ga Gotoku 7” would be an RPG we had a very negative response from fans in Japan and overseas who said “Why on Earth have you changed it to an RPG?” and we were blasted by a fierce and massively unfavorable wind. However, the thing that we were most concerned about was a negative reaction against changing the protagonist.
An overwhelming amount of “Ryu ga Gotoku” fans were attracted by the story and the character of Kazuma Kiryu, so if the new protagonist was disliked then that would have been the end of everything. Would the new “Ryu ga Gotoku” continue to be “Ryu ga Gotoku” even if we changed the protagonist and the genre? It was a sink or swim gamble. This is sometimes a case of luck, but having boldly unveiled the RPG, despite there being a great deal of protest about it being an RPG there was hardly any opposition to the change of the protagonist. Maybe people don’t often reject two things at the same time. That’s what saved the character of Kasuga. And within the development team there was a feeling of certainty with regard to “Ryu ga Gotoku 7” that even if the protagonist changed and the game became an RPG, it would without doubt continue to be “Ryu ga Gotoku,” and a confidence that it would sell.
As a result, since the conflict over the change to an RPG raged among users and the media, we were able to arrive at the release date with a very bright spotlight on us. When there is no wind at all it cannot be whipped up however hard you try, but even if you’re facing a headwind, it’s possible to change that into a tailwind. The huge opposition to the RPG turned into a tailwind pushing us along when the game was released. “Ryu ga Gotoku 7” was released on January 16, 2020, and soon its favorable reputation as “interesting” was spread by word of mouth, making it adaptable to multi platforms further assisted and it became a huge hit both in Japan and overseas. I don’t think it would have become such a topic of conversation with the original plan, and in the end deciding to make it an RPG was not a mistake.
The new game sells over one million copies in the first week
―Four years on and “Ryu ga Gotoku 8,” which was released on January 26, 2024, achieved sales of over one million in the first week. What was the concept behind the development of “Ryu ga Gotoku 8”?
Yokoyama:
“Ryu ga Gotoku” was the story of a new protagonist called Ichiban Kasuga, and just as the story of Kazuma Kiryu was told up until “Ryu ga Gotoku 6” the life and story of Kasuga continued so we intended to portray that. We took an approach of telling through Ichiban Kasuga the sequel to the story of “Ryu ga Gotoku 7,” but in the story development process one of the other stories we had to portray was what had happened to Kazuma Kiryu after “Ryu ga Gotoku 7.” With this structure, rather than making Kiryu one of Kasuga’s party members we wanted to develop of the stories of the two simultaneously, and that is why we chose a double protagonist setting.
Sakamoto:
In addition, the new battle system “live command RPG Battle” feature, which is a fusion of the fight action cultivated over the series and an RPG that anybody can enjoy linked into winning new users. Nonetheless, there was still plenty of room for improvement. In “Ryu ga Gotoku 8” we attempted to sort out those kinds of issues and make improvements, while by introducing a further improved “new live command RPG Battle” system we managed to achieve a battle system that had more action and strategy, and a greater sense of exhilaration.
―Wasn’t this difficult as the COVID-19 pandemic occurred during the development phase?
Yokoyama:
Because we couldn’t do any research in Hawaii, which is the setting for the story, we pursued the method of asking the local coordinator and film production company to walk around filming and used a web conference system to show us what they had filmed. About 70% of the research were conducted remotely like this. After that, in time with the lifting of flight restrictions we ourselves went on site to check all the fine details. The development of the title relied more on the cooperation of many people than anything we had done before.
To deliver to more and more users
―Since “Ryu ga Gotoku 7”, you have made efforts to adapt to multiple platforms and release titles simultaneously across the world. Apparently with “Ryu ga Gotoku 8” the number of languages supported has expanded greatly.
Sakamoto:
With regards to multi-platform support, it was “Ryu ga Gotoku 0” that was the catalyst for this development. When we released “Ryu ga Gotoku 0” as the first “Ryu ga Gotoku” aimed at a PC platform called “Steam” our sales figures overseas greatly expanded, and we realized there were so many players that we had not yet reached was. Subsequently, we started to also devote our energies to become compatible with multiple platforms in order to boost overseas sales, and with “Ryu ga Gotoku 7”, we simultaneously launched it for PlayStation4, Xbox One, Xbox Series X/S, and Windows and the overseas market accounted for a 70% share of our total sales.
Yokoyama:
As I just mentioned, “Ryu ga Gotoku 7” was launched in the midst of the COVID-19 pandemic, and I think that it was around this time that games became a “media” on the par of television. For example, as an overseas musician released new songs within worldwide-selling games, it has become normal for games to be at the center of modern culture. Games are becoming not only something that you play, and users who broadcast videos of their game play and users who just watch them are appearing. In the midst of a situation where it is possible for anybody, anywhere in the world, to watch gameplay videos through video distribution sites and over SNS, if we develop an overseas version and release it months after release in Japan the content will have already been spoiled. Simultaneous worldwide release became a matter of urgency to us.
―The schedule for overseas support must be hectic if you release titles simultaneously.
Yokoyama:
From the speed perspective, all you have to do is get the translations done early (laughs). In the past we used to start the translations once we had the scenario ready, buy we have switched to a process of concurrently starting translating chapter by chapter, and the voiceover recordings are done in the same manner. With this method, although we cut down on wasted waiting time, there are of course inefficient aspects as we have to keep asking the voice actors to come to the studio, and we are currently searching for the optimal solution to balance delivery and efficiency.
Changing the development standards this way, we were just about able to achieve the simultaneous worldwide release of the 2021 “Lost Judgement” (a separate series title produced by the “Ryu Ga Gotoku Studio”). Subsequently, we have made worldwide simultaneous release a standard and expanded the number of languages catered for. “Ryu ga Gotoku 8” provides support for eleven languages,* the most we have ever dealt with, and the Chinese language version was released simultaneously worldwide after including a Chinese voiceover. I think that this is one of the factors that led to us being able to achieve sales of over one million copies in the first week since worldwide release.
Currently, there is an increasing amount of foreign human resources working at the “Ryu Ga Gotoku Studio” who were originally fans of the series. Recently there are people who have learned Japanese by watching “Ryu ga Gotoku,” come to study in Japan and later joined our head office and become staff involved in development. Through the use of personnel such as these, we will maintain a system for steadily reaching out to more users globally.
*Voice: Japanese/English/Chinese (Mandarin); Subtitles: Japanese/English/Simplified Chinese/Traditional Chinese/Korean/French/Italian/German/Spanish/Portuguese/ Russian
“Ryu ga Gotoku” as a single game genre
―”Ryu ga Gotoku” continues to gain more fans each time there is a new release, but can you tell us about any of the content that you are determined not to change?
Yokoyama:
Actually, in “Ryu ga Gotoku” we have never once made anyone from the current underground society a protagonist. We chose the underground society as the stage for the series because it is a place where drama and incidents frequently occur, but we have never wanted to portray the people living in it as cool. Games are an active media, and it may exert an influence on the players. We have to ensure that we prevent a situation in which young people become enamored by the underground society.
That’s why we impose upon ourselves several rules: “the protagonist must be someone who has cut off their links with the underground society by being expelled or retiring from it,” “the protagonist can punch other people only if someone is picking a quarrel with him,” and “we will definitely not show the death of children or drugs.” To be honest these rules are a constraint when developing the story, but we rigidly adhere to them as a policy in dealing with such sensitive matters.
Furthermore, as I mentioned in Part 1, “Ryu ga Gotoku” was developed according to the main prerequisite that it would be a game that we ourselves would want to play and find interesting. For example, recently we are very grateful that our female users are increasing, but we have absolutely no intention of changing the game content as a result of that. In fact, the characters who we make because we ourselves think they are cool sometimes link in with popularity among women so I think that, in the end, if we make something good that quality comes across regardless of gender of age group. So we maintain an awareness of making something that excites us and which, furthermore, we as the creators will not become bored of. If we continue to want to do something that is stimulating, so that we do not become tired of it, that becomes the sources of good ideas.
―Another question I would like to ask is “what exactly is "Ryu ga Gotoku"? What does it mean to you?”
Sakamoto:
That’s difficult to put into words, but I suppose that at the end of the day it is its quintessential essence, that “Ryu ga Gotokuness.” When you think about what sort of experience you have had after playing the game, the same sense of satisfaction and recollection of the experience remain all the way through the “Ryu ga Gotoku” titles we have thus far released.
Yokoyama:
To be honest, I think that “Ryu ga Gotoku” has become something close to a single game genre in its own right. I think it’s something like feeling playing the game of “Ryu ga Gotoku” genre, in the same way as you play game of RPG genre. Because even if we change not only the protagonist but the genre too, it still be “Ryu ga Gotoku”.
Sakamoto:
I think that perhaps it’s the “Ryu Ga Gotoku Studio” that is supporting this. In the early days we really made the game with a team of about 100 people, but there is now a wide variety of around 300 members, including veterans who still remember the first “Ryu ga Gotoku” game as well as young members, working at the studio. While the younger staff learn from the veterans and the veterans enjoy the support of the younger staff, I feel that the quintessential roots of “Ryu ga Gotokuness” are naturally being passed down while one generation succeeds another.
Yokoyama:
Furthermore, about three years ago we launched an official online channel called “Ryu-Suta TV” (Ryu Ga Gotoku Studio TV), which in addition of course to introducing the games, provides content such as “making of” videos of our production process through to release externally. The channel was originally a measure aimed at fans and new users, but it also provides an opportunity to see what kind of studio “Ryu Ga Gotoku Studio” is and how we make games, and there are many staff who joined our studio, as they came to think wanting to work in “Ryu Ga Gotoku Studio” by watching the videos. It is significant that the amount of people who thoroughly understand the “Ryu ga Gotokuness” are rapidly increasing in this way.
Through this consistent policy and stance of the “Ryu Ga Gotoku Studio” even though we changed the protagonist and the game genre, even if we produce spin-offs, I think that we have been able to continue to create games that people think “This is Ryu ga Gotoku.”
Entertainment only becomes valuable once it sells
―Finally, please tell us about how you see the future.
Yokoyama:
What we really want to do is provide users with an exciting experience that is totally unimaginable and unknown to them. To achieve that, I believe we have to make games that “we will think are interesting in three years’ time.” Game development is perhaps a little like predicting the future. For example, VTubers appear in “Ryu ga Gotoku 8,” and from the scenario stage we proceeded with the scenario writing while trying to imagine what sort of influence on the world these people will have in the year 2024. There are difficulties in guessing what will be in vogue in the future, but we intend to continue to take on daring challenges in order to create new games that nobody would dream of.
Sakamoto:
In order that all our fans across the world never become bored I think we have to continue to make a “Ryu ga Gotoku” that nobody can even imagine in the future as well. While thoroughly keep up with the technologies that are evolving by the day, in order to create games that will surprise people in three years’ time I want to make meticulous plans and strive perseveringly and steadily.
Yokoyama:
Also, I think we have the twin aspects of both innovation and stability. While we constantly take on the challenge of making new games that nobody else could dream up, with regard to past titles that have not yet been properly delivered to people across the world and so on we are taking our time to slowly but surely develop them. I think that entertainment only becomes valuable once it sells, so bearing that in mind and maintaining a balance between growth and stability, we will deliver new titles. I hope that everyone will continue to look forward to the future “Ryu ga Gotoku”
The history of the "Ryu Ga Gotoku Studio", which has continued to released major titles each fiscal year except for FY2021/3 due to the COVID-19 pandemic.
*They are the excerpts of major titles
*Release timing are the initial release of each title in Japan
*Titles with * are the one released in Japan or Japan and other Asian territories only
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SEGA will continue to create captivating experiences through games and a broad range of entertainment and delivers the greatest entertainment experiences to people across the world.
Please see Part 1 of this article below.