Dragon's Dogma: Dark Arisen - Interview

HiddenX

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PC Gamer interviewed the Dragon's Dogma devs who are working on the PC port:

The intriguing, innovative RPG Dragon's Dogma will finally arrive on PC on January 15, but what does the game's sudden re-emergence mean for the series? And how will the PC edition differ from the original console release? We put a few questions to DDDA producer, Minae Matsukawa, director Kento Kinoshita, and PC producer Jon Airhart.

PC Gamer: Between this release and Dragon’s Dogma Online, it seems like the series still means a lot to Capcom—where is Capcom at in terms of considering a sequel?

Matsukawa: Thanks for your interest in the series! The Dragon’s Dogma development team members often talk about the possibility of a sequel. We’d love to hear the opinions and feedback from players of the upcoming PC port of Dragon’s Dogma: Dark Arisen, as that will increase the chances that we can look into the possibility of continuing the series.

PC Gamer: Is the team that made the original game still together?

Matsukawa: Of course! The team from DDDA worked together in 2015 on Dragon’s Dogma Online, which was released for the Japanese market.

PC Gamer: For those who don’t know, what was the origin of Dragon’s Dogma’s development? What was the idea that drove development to begin with?

Kinoshita: It all started with an idea by the Hideaki Itsuno, the director of the original Dragon’s Dogma. He wanted to create a game with an online system that you could use asynchronously, like an internet forum rather than a live chat. His initial ‘pawn’ system concept was the starting point, and from there the open world of Dragon’s Dogma was fleshed out, and its fluid and flexible combat system.

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"...we felt there was more value in giving players the feeling that these were real, living, breathing beasts. So, one of our key concepts was to give players around the world the chance to feel like they had genuinely encountered and taken on these mythical beasts that we all have in our collective consciousness"

I wish more game companies designed there creatures like this. So many go for the over-designed look.
 
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