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The Japanese outlet 4Gamer recently interviewed Masayoshi Yokoyama, Hiroyuki Sakamoto, and Ryōsuke Horii from RGG Studio about the recently released Like a Dragon: Infinite Wealth. Several facets are discussed, notably regarding the process of the game’s development being interfered with by the pandemic and how the physical pre-orders for Infinite Wealth were the highest in the series.
You can view a translation of some sections of this interview below:
4Gamer: […] I have heard that pre-orders for the physical copy of Infinite Wealth have been very strong. We will have to wait and see what the users think, but first of all, we’ve reached out to retailers, and they think the game will be a hit
Yokoyama: Especially in Japan, we are doing well. Nowadays, there are both physical and digital versions, so it is difficult to compare the numbers with past titles, but in terms of the number of pre-orders for the physical copy, it is the highest in the series’ history. I can say this now: at the time of Yakuza: Like a Dragon, the number of pre-orders for the physical version was incredibly small.
4Gamer: You said that the percentage of digital versions* was the highest ever once before, right?
Yokoyama: Yes. The main character [no longer being Kiryu] and the change in the system to an RPG had a big impact on us. I still feel anxious about the time from 2019 to the beginning of 2020. But when we opened the door, we found that the market stock had dwindled to almost zero by the morning of the release date, and our salespeople who had received additional orders were fighting over the stock. For our part, we were like, “You’re seeing that, right? (laugh)”
Sakamoto: About one-third of the production period was when COVID-19 had a significant impact on game development, so there was a period of unease about what pace we should take to make the game and whether we would be able to make it properly. For example, we had to continue production while remotely conducting site interviews in Hawaii.
Yokoyama: But once the world returned to normal to a certain extent, the team was able to work at its full potential. The result was not only the enrichment of the main story but also the large volume of content, such as Dondoko Island…
Sakamoto: If I recall, the game got a boost around 2022, right?
Horii: Indeed. Being able to work together in one place lowered the hurdles for consultation, which increased the speed and quality of decisions. Whenever we had an idea, we would gather the whole team, allowing development to proceed at a pace typical of our studio.
You can view the full 4Gamer interview for additional comments.4Gamer: Would you say managing the budget remotely was more difficult?
Yokoyama: Yes. This is just an example, but I think it takes about 1.5 times as much money as usual to work remotely. The exchange rate (Interviewer’s note: the current yen depreciation) was also a factor. Our original plan was not as clear as we had hoped for various reasons, but Sakamoto did his best to keep the budget within an acceptable range.
Like A Dragon: Infinite Wealth Had Highest Physical Pre-Orders In Franchise History - Noisy Pixel
The Japanese outlet 4Gamer recently interviewed Masayoshi Yokoyama, Hiroyuki Sakamoto, and Ryōsuke Horii from RGG Studio about the recently released Like a Dragon: Infinite Wealth.
noisypixel.net