Towards? I know it led to a lot of the interesting concepts -- things that
people remember very much about the series. I talked to NBA Live Coins Tokita-san as well, and
he had a similar opinion that it would be great if you could incorporate more of
the staff's ideas in a collaborative development style.MT: It's not just as
simple as making a game in an old-fashioned way; it's more than that. But what
we did do with XIII-2 is that we completely separated the concept phase and
actual development
, and all sorts of ideas that we discussed during the first phase have been
taken into XIII-2. One of the criticisms that we received for XIII was that
there weren't enough mini-games, for example, so we implemented more mini-games.
One of the concepts behind Final Fantasy, and one of the priorities behind
XIII-2 is that it's a bit of a melting pot; you can enjoy all sorts of different
types of gameplay in one game. That kind of concept is back in action with
XIII-2One of the NBA 2K18 Coins
that I found really, really interesting is that, in the Game Developer
magazine postmortem for XIII, there's a sense that, until the demo with the
Japanese Advent Children Blu-ray was released, there was no vertical slice of
the game -- no way to get the team to understand what they were making. From a
production standpoint, how have you addressed that, moving forward?MT: At the
beginning of development, we set out to, as we said before, look at all of the
problems and
we received about the gameplay of XIII. Also, as the development process of
XIII was criticized, we wanted to tackle that issue, as well. So we did
introduce a vertical slice; the playable version you've just seen at E3 was the
first vertical slice version that we've created, so that vertical slice issue
has been tackled.So you're changing the way the team's process works as well?
Addressing audience complaints is one side of it, but the other side of it is
actually changing the process of the mmogo