Zenless Zone Zero x Street Fighter 6 Creators Roundtable
Summary
TLDREl guion de video ofrece una conversación entre desarrolladores de juegos, discutiendo la experiencia de enfrentarse en 'Street Fighter' y la creación de 'Zenless Zone Zero'. Comparten emociones de nerviosismo y entusiasmo, así como la satisfacción de jugar y recibir retroalimentación inmediata. Abordan la interacción entre géneros de juegos de acción y de lucha, y cómo los principios de diseño compartidos pueden mejorar la accesibilidad y profundidad de los juegos. Destacan la importancia de la promoción y la conexión con la audiencia, y cómo el diseño de juegos y su cultura han evolucionado para brindar experiencias significativas y valiosas a los jugadores.
Takeaways
- 😀 La emoción de los desarrolladores al enfrentarse y jugar juntos fue palpable, destacando la rara oportunidad de jugar con alguien fuera de la empresa.
- 🤩 La experiencia de juego de Zenless Zone Zero impresionó por sus gráficos y variedad de movimientos, aunque se requiere práctica para dominarlo.
- 🎮 Se discutió sobre las similitudes y diferencias en los principios de diseño entre juegos de acción y juegos de lucha, subrayando la importancia de la satisfacción inmediata del jugador.
- 🔄 La implementación de sistemas como Drive Impact y parry en Street Fighter 6 está diseñada para hacer que los jugadores nuevos y veteranos encuentren la diversión rápidamente.
- 💡 La importancia de un diseño accesible pero profundo en Street Fighter 6 se enfatizó para atraer tanto a nuevos jugadores como a los veteranos.
- 🕹️ Los cambios en Street Fighter 6, como los controles modernos y el modo World Tour, buscan hacer el juego más accesible y atractivo para una audiencia más amplia.
- 📊 La promoción continua antes y después del lanzamiento de un juego es crucial para su éxito, incluyendo demos, pruebas beta y productos de merchandising.
- 📺 Las colaboraciones y eventos son esenciales para mantener el interés y la inmersión de los jugadores en el juego.
- 🌟 La satisfacción del jugador se considera vital, tanto en la jugabilidad como en los aspectos culturales que los juegos pueden transmitir.
- 👥 La importancia de la retroalimentación y el análisis constante de la experiencia del jugador para mejorar y adaptar los juegos fue subrayada, destacando el proceso iterativo en el diseño de juegos.
Q & A
¿Cómo se sintió después de enfrentarse al desarrollador de Street Fighter?
-Se sintió nervioso al principio, luego emocionado y feliz, una mezcla de emociones.
¿Por qué Mr. Matsumoto se sintió feliz después del enfrentamiento?
-Estuvo feliz porque rara vez tiene la oportunidad de jugar contra personas fuera de la empresa, especialmente contra un jugador experimentado y desarrollador de juegos.
¿Qué impresión le causó jugar Zenless Zone Zero a Mr. Nakayama?
-Le pareció genial, con gráficos impresionantes, movimientos y técnicas variadas, y efectos fantásticos.
¿Cómo se comparan los juegos de acción y los juegos de lucha según el guion?
-Ambos géneros tienen principios de diseño compartidos, como la acción reflejada en pantalla al presionar un botón y la combinación de acciones para resolver problemas o enfrentar enemigos.
¿Qué es lo que distingue a los juegos de lucha de los juegos de acción según la entrevista?
-La diferencia radica en si la interacción es uno contra uno o uno contra múltiples.
¿Qué satisfacción buscan proporcionar los creadores de Zenless Zone Zero a los jugadores?
-Quieren darle a los jugadores momentos de satisfacción pura, con retroalimentación inmediata y de impacto.
¿Cómo se describe el sistema de paradas en Zenless Zone Zero en comparación con el sistema Drive Impact de Street Fighter?
-El sistema de paradas en Zenless Zone Zero se describe como una mecánica interesante con retroalimentación estimulante, similar al sistema Drive Impact, pero con un enfoque en la defensa.
¿Qué es el Equipo de Combate en Street Fighter 6 y qué responsabilidades tienen?
-El Equipo de Combate es un grupo que se encarga de diseñar el combate, trabajando en la definición de la experiencia que se quiere brindar a los jugadores y en la iteración de mecánicas como Drive Impact y Paradas.
¿Cómo se describe el proceso de desarrollo de Street Fighter 6?
-El proceso involucró la definición de la experiencia deseada, la iteración de mecánicas, pruebas y ajustes basados en la retroalimentación, y la eliminación o ajuste de sistemas para mejorar la profundidad y accesibilidad del juego.
¿Qué es el objetivo detrás del diseño de Modern Controls en Street Fighter 6?
-El objetivo es encontrar un equilibrio entre lo hardcore y lo casual, haciendo que los movimientos de juego sean más intuitivos y accesibles para nuevos jugadores, sin sacrificar la profundidad del juego.
¿Cómo se abordan los desafíos de diseño en juegos de lucha y acción según la conversación?
-Se abordan considerando la aceptación de los usuarios existentes, la innovación en elementos artísticos y la creación de una curva de aprendizaje que guíe a los jugadores desde lo simple a lo complejo.
¿Qué importancia tienen las promociones y eventos antes y después del lanzamiento de un juego según el guion?
-Las promociones y eventos son cruciales para crear una sensación de popularidad y confianza en el juego, atraer a más jugadores y fomentar una comunidad involucrada y comprometida.
¿Qué papel juegan los creadores en la promoción y el diseño de juegos según la entrevista?
-Los creadores no solo diseñan juegos, sino que también trabajan en la promoción y la creación de una cultura alrededor del juego, buscando brindar una experiencia significativa y valiosa a los jugadores.
Outlines
🥊 Confrontación entre desarrolladores y la emoción de jugar
En el primer párrafo, se describe la experiencia emocional de luchar contra el desarrollador de Street Fighter, con sentimientos de nerviosismo, excitación y felicidad. Se destaca la rareza de enfrentarse a jugadores externos y la satisfacción de Mr. Matsumoto y Mr. Nakayama al competir con un desarrollador experimentado y apasionado. Se menciona la importancia de la experiencia de juego y la oportunidad de jugar juntos nuevamente, así como la consideración del horario laboral de Mr. Matsumoto. Además, se explora la idea de que los juegos de acción y de lucha comparten principios de diseño similares, con la distinción de ser interacciones uno-a-uno o uno-contra-muchos, y se enfatiza la satisfacción inmediata que se puede obtener de los juegos, como en el caso de Zenless Zone Zero, que busca brindar momentos de satisfacción pura desde el principio.
🕹️ Diseño de juegos y la búsqueda de equilibrar sencillez y profundidad
El segundo párrafo se enfoca en las similitudes y diferencias entre los sistemas de parry y Perfect Assist en los juegos, y cómo estos sistemas de juego están diseñados para probar el tiempo de reacción de los jugadores. Se discute la importancia de la precisión en el diseño de los juegos de lucha y cómo el equipo de desarrollo de Street Fighter 6 trabaja en estrecha colaboración con el equipo de combate para crear experiencias que sean accesibles para nuevos jugadores, pero también profundas para los veteranos. Se menciona la evolución de los juegos de lucha, el proceso de desarrollo de Street Fighter 6 y cómo se diseñaron sistemas como Drive Impact y Parry para aumentar la diversión y la accesibilidad del juego, así como la implementación de modos de juego que guíen a los jugadores más profundamente en la experiencia del juego.
🎮 Diseño de juegos accesibles y su impacto en los jugadores
En el tercer párrafo, se discute la importancia de hacer que los juegos sean accesibles para los jugadores principiantes, pero también que ofrezcan una experiencia rica y profunda para los jugadores experimentados. Se abordan las estrategias de diseño que buscan mantener a los jugadores interesados y comprometidos a medida que se adentran en el juego, utilizando elementos como la música, la jugabilidad y la retroalimentación visual y auditiva. Se destaca la necesidad de entender y mejorar la experiencia del jugador, analizando por qué algunos jugadores pueden sentirse desanimados o desafiados por ciertos aspectos del juego y cómo se pueden ajustar para mantener su interés y participación. Además, se reflexiona sobre la evolución de los juegos de acción y cómo, a pesar de su complejidad, es fundamental que los jugadores puedan experimentar su esencia y diversión.
🛠️ La evolución del control y la accesibilidad en juegos de lucha
El cuarto párrafo se centra en el desarrollo de los controles Modernos en Street Fighter, con el objetivo de hacer que los movimientos poderosos y característicos sean más accesibles para los jugadores, tanto nuevos como veteranos. Se explora la historia de los controles en los juegos de lucha y cómo la simplificación de los movimientos ha evolucionado con el tiempo. Se destaca la importancia de mantener un equilibrio entre la simplicidad y la profundidad en el diseño del juego, y cómo la introducción de controles modernos y modos de juego, como el World Tour, buscan atraer a un público más amplio y hacer que el juego sea más atractivo para los espectadores. Además, se discuten las estrategias de promoción y marketing que buscan aumentar la visibilidad y el atractivo del juego, incluyendo la live commentary y la promoción a través de streams en vivo.
💼 La transición de ventas a desarrollo y la pasión por los juegos de lucha
En el quinto párrafo, se narra la historia personal de un desarrollador que, después de trabajar en ventas y relaciones laborales, se trasladó al área de desarrollo para cumplir su sueño de crear juegos de lucha. Se describe su experiencia al unirse al equipo de Street Fighter después de haber dejado la empresa y ser convocado de nuevo para trabajar en un nuevo juego de lucha. Se destaca la importancia de la pasión y la motivación en el proceso de desarrollo, así como la rareza de la transición de un rol en ventas a un rol en el desarrollo de juegos. También se menciona el proceso de producción de Street Fighter 6 y cómo las ideas y la visión compartidas con otros miembros del equipo contribuyeron a la realización del juego.
🏗️ El proceso creativo y la importancia de la promoción en juegos de lucha
El sexto párrafo se enfoca en la creatividad y el proceso de diseño detallado que se necesita para hacer que un juego sea atractivo y único para los jugadores. Se discuten las consideraciones sobre la integración de elementos nuevos y frescos, como la estética de vehículos antiguos, para brindar una experiencia renovada. Además, se destaca la importancia de la promoción pre-lanzamiento y la realización de eventos post-lanzamiento para crear una comunidad de jugadores comprometida y aumentar la popularidad del juego. Se menciona la estrategia de lanzar una versión de demo y la producción de mercancía para involucrar a los fans y crear una sensación de inmersión y anticipación antes del lanzamiento del juego.
🎉 Eventos y colaboraciones para fomentar la comunidad de jugadores
En el séptimo párrafo, se discute cómo los eventos y colaboraciones después del lanzamiento de un juego son esenciales para mantener la popularidad y el interés de los jugadores. Se describe cómo estas actividades contribuyen a la sensación de que el juego es un éxito y cómo esto, a su vez, brinda confianza y satisfacción a los jugadores. Se destacan las estrategias de comunicación y promoción que se utilizan para involucrar a los jugadores y hacer que se sientan valorados y parte de una comunidad. También se menciona la importancia de trabajar en equipo y la visión compartida de crear no solo juegos, sino también una cultura alrededor de ellos, lo que enriquece la experiencia de juego y la conexión con los jugadores.
🌟 Crear juegos y cultivar la cultura de los juegos de lucha
El último párrafo reflexiona sobre la importancia de crear juegos que no solo sean divertidos y bien desarrollados, sino que también contribuyan a la creación de una cultura alrededor de ellos. Se enfatiza la determinación y la persistencia en la creación de juegos de alta calidad y se celebra la idea de que los juegos de lucha y de acción han evolucionado para ser más que simples entretenimientos, sino una forma de expresión cultural. Se alentan a los desarrolladores a seguir trabajando duro para crear juegos que brinden experiencias significativas y valiosas a los jugadores, y se reconoce la gratitud por las discusiones y la colaboración que enriquecen el proceso creativo.
Mindmap
Keywords
💡Street Fighter
💡Zenless Zone Zero
💡Mecanismos de juego
💡Diseño de juegos
💡Acciones en cadena
💡Feedback de juego
💡Demostración de juego
💡Mercancía de juego
💡Promoción de juegos
💡Cultural derivative
💡Jugadores casuales y hard-core
Highlights
Developers shared their emotions after fighting against each other, expressing a mix of nervousness, excitement, and happiness.
Mr. Matsumoto expressed his happiness for the rare opportunity to play against a long-time player and fellow game developer outside the company.
The desire to have more opportunities to engage in such play experiences was expressed, highlighting the fun and learning aspects.
Mr. Nakayama shared his positive experience after trying out Zenless Zone Zero, praising the game's graphics, moves, and effects.
A discussion on the similarities between action games and fighting games, focusing on shared design principles and the core principle of action reflection.
The importance of immediate satisfaction in games was emphasized, with a comparison to the Drive Impact system in Street Fighter.
The parry system in Zenless Zone Zero was likened to the Drive Impact system, noting the challenge it presents to players' reaction times.
The design principles of the Perfect Assist system in Zenless Zone Zero were compared to those in Street Fighter, highlighting the human response time limit.
The creation of a 'combat team' in Street Fighter 6 to design combat, emphasizing a collaborative approach to game design.
The goal of making Street Fighter 6 accessible and fun for new players, using systems like Drive Impact and Parry to ease the learning curve.
The concept of a game ladder in Street Fighter 6, guiding players from basic to advanced gameplay.
The challenge of attracting new players to the Street Fighter series while maintaining its depth and fun.
The introduction of Modern Controls and World Tour mode in Street Fighter 6 to make the game more accessible.
Mr. Nakayama's background and his journey from sales to development, highlighting his passion for fighting games.
The importance of pre-launch promotion and the strategy used for Street Fighter 6, including demos, beta testing, and merchandise.
The role of post-launch events and collaborations in maintaining player interest and creating a sense of community around Street Fighter 6.
The creators' view on games as cultural derivatives, emphasizing the importance of creating meaningful and valuable experiences for players.
Transcripts
You just fought the developer of Street Fighter
How do you feel?
Really nervous, then really excited
But also really happy
I mean nervous, excited, and lots of other emotions all mixed up inside
And how do you feel, Mr. Matsumoto?
Really happy
We rarely get the chance to play against people outside the company
Especially not against someone who is a long-time player
As well as a fellow game dev
I'm just, super happy, and it was super fun
This was an awesome experience
I really want to have the chance to do this again
We can keep playing together
Let's add each other
Sure can
I mean it
I hope you only ask for him after 18:30 Japan time, so he can get work done before then
That's still my work time
How do you feel, Mr. Nakayama, after trying out Zenless Zone Zero?
It feels great to play and the graphics are amazing
There're so many different kinds of moves and branching techniques. The effects are fantastic too
It was my first time, so I probably didn't look too amazing at it
But once I get used to it, I'm gonna be awesome
Looked pretty awesome
I think you played really well
Then I really must be awesome, then!
That is absolutely false, hahaha
I'd like to play it again and time my dodges better
So I can perform better
I think it's more about
Some of the design principles and how they collide
Just now, while we were chatting
We also talked about
How action games and fighting games
Although they're two completely different genres
Within them
I can find some
Shared design principles
Which can be paired
So have you two also had such a feeling?
Mmm, I feel the same
About how fighting games are actually a type of action game
The core principle of action games is
When you press a button, there's an action reflected on the screen
And you string together actions to solve problems or confront enemies
(The difference between action games and fighting games is) whether the interaction is one-on-one
Or one-against-many
What makes it fun I think is actually the same
For Zenless Zone Zero
At the very beginning
I just wanted to give players moments of pure satisfaction
Because back in the day whenever we played Street Fighter
Whether it was 3rd Strike or Street Fighters 4 or 5
It was very rare to have a button
That would give players immediate, heavy impact and feedback
By the time they want to figure out
How to play the Neutral Game well
Which might be quite a while into the game
And players might not have discovered the most interesting bits yet
But they are already leaving these rather hardcore games
When it comes to Zenless Zone Zero
I actually had the same considerations
As I mentioned earlier
A game where if you only have dodges and reactions
Monster attacks
Monster offensives
And our own character's offense and defense
Something along those lines
Then it's a little dull
So if
We can put this really interesting mechanic that has impact
The feedback from this moment is stimulating enough
For players, and they can easily access this move
Then players get to feel that moment of joy faster
What's so satisfying about
This sort of experience
If you want to compare
I wonder if our
Parries could be considered akin to
The Drive Impact system in Street Fighter
I was running the numbers on it
And the reaction time
Is about 30 frames or so
For most people
That's a timeframe within which
You could be able to react if
You are focused
Then take for example
They do something else
That distracts the player
So then the player might not have the ability to react at this point
That's just like when you're playing our game
You can't spare any attention for chatting
Or doing other things
I feel our game will test some players' reaction time
Or perhaps the design of some time windows
And then our game, you just played
The parry system
Or rather the Perfect Assist system which lets you switch people in
The yellow flash
Well, our design principles are actually quite similar
We've suddenly found ourselves going quite deep
The frames Drive Impact uses
It's pretty much just like you said, 27 frames in fact (Edit: actually 26)
Which just perfectly lies on the limit of human response time
That's the conclusion our dev team came up with after multiple tests
If you miss this window of opportunity, even a master wouldn't be able to successfully counter
The number of frames is based on this consideration
Just like how we've also made a Parry
Even though Drive Impact is a kind of power move
We've also designed a number of different ways to avoid it or deal with it
This kind of prediction game between attack and defense
Really occurs on a frame-by-frame level
Just now in Zenless Zone Zero when the flashing warning appeared
It's simple and easy to understand
You get this feeling of, "Oh, something big is coming"
Which you can counter by pulling the trigger
This kind of design is really interesting
Our Street Fighter dev team, especially for Street Fighter 6
Has a "combat team" that takes full responsibility for designing the combat
We often work with this team to do our designs
Instead of me unilaterally deciding every specific attack parameter
Right from the beginning, we define what kind of experience we want to give players
For example, with the Drive Impact and Parry systems
We designed Drive Impact, so players who were new to fighting games
Could unleash this game-changing attack at the push of a button
Parrying is the defensive compliment to this
At first, it was the idea of a single-button attack and defense
We continually iterated based on that
Fighting games have three main base strategies: attacking, defending, and throwing
We wanted to expand out into more options on top of this so that players have more fun
It's our job to design this kind of system
Afterwards, we talked in more detail with the combat team
We did another two years of testing
Discussing what could be improved upon and of course a few systems ended up getting deleted
While some systems got adjusted
That's how we developed Street Fighter 6
Once you understand the rules of the game, it's easy to get started
But once you get hooked into it, the game gets really deep
But until now, the Street Fighter series has been this game that players have to figure out themselves
Or find a friend to bring them in
I thought we should find a way to make it easy to get into and fun to get into
Just like the Drive Impact system we were talking about
As long as you learn one of these mechanics like Drive Parrying
Players can follow the learning curve to the next step, which is how we designed it
Then there's the Drive Rush, which is something that helps you prepare for advancing
New players can use Drive Impact to fight and make the game more fun
These game modes and systems, they're actually set up like a ladder
Gradually guiding players deeper into the game
All in all, when it comes to "making a game that's as fun as possible for players"
We really do share a lot of similarities
That's what I think
I think a lot of the points talked about just now are great
We really are quite similar
The Street Fighter series
Will be recognized by more people
You want more people
To try it and understand its charm
The charm of fighting games
Actually, you put a lot of effort into that aspect
Including the World Tour mentioned before
Modern Controls mode and so on
I think it's just for this product
To get more users
To feel as though this is a game that they can play
That they want to play or perhaps that this game has an interesting design
Well, to be more precise, it's actually a more basic design
Back in the early days, hardcore games like that
No matter if its fighting or action
Though the designs were complex and fascinating
A lot of users couldn't really properly experience it
They would drop the game before
They got to know its fun
It's something I think is quite a shame
And me, personally
How make an action game where players can progress from simple to hard
I like to draw three lines to outline this process
They're actually a learning process for new users
Then you'll clearly see the most charming part, the most fun part
Needs a steady build-up
For users to interact with and understand it
When they understand the most core, most fun
Deepest and most interesting parts
The requirements for that is
That we have to work even harder
To give them confidence
Like we just said, for example, on a surface-level
With Street Fighter we were saying
Drive Impact is actually a button
An offensive technique
And a defensive technique
Or rather it's a way of turning defense into offense
And if we look at Zenless Zone Zero
Our parry
Is also a way of turning defense into offense
So our early users
What are they most drawn to?
Perhaps they might enjoy
Sixth Street
Or maybe another city area
Or going out exploring
Our art, or our music
Or perhaps our core gameplay
The strong visual and audio feedback from combat
For example, Street Fighter has its Shoryuken
And for Zenless Zone Zero
It's a series of chain attacks
With strong feedback like slow motion
That triggers a very strong attack
And this feedback from the attack will make players feel
Something like "Yeah! I did something awesome!"
That's actually the most surface-level that we designed for players to feel as though
I can actually bust out this really beautiful
This really gorgeous move
Giving players that kind of feeling
And then, the next time they fight
That's when players may slowly come to realize
"Ah, so this game system is for playing that"
"I should match these characters together and form a team like this"
And they'll be able to feel
There's synergy within the teams
And if they play like that
It'll be more fun
Then later
Perhaps we'll start dropping in harder stages or more difficult enemies
At some point adding enemies in for them
Then we let them feel that
The time they take to play and adapt
Is actually something carefully designed
So our team is always doing research
Over and over again
Why is it when players reach this point
They feel like they can't keep playing
Why did they feel when they get
To this part
That they aren't any good at this game
We focus on all of these points
Analyzing them
Before thinking about some of the designs
How do we design what parts so that they can learn
What points make them invest more in the experience
And get them playing more
In the past I actually saw some players
Comment on Zenless Zone Zero that
This game's so easy that anyone with hands can play it
Actually when it comes to this, I feel
It's actually a process
If we take early-game
And if I give players the feeling right at the beginning
We are actually making this really really hardcore action game
But we didn't take into account base experience of the players
And just gave them something super difficult
Then that might see people thinking, quite early on
"This game isn't for me, and I'm not going to play it"
Really I think this is huge pity
So I deliberately took some of the gameplay from the early-game, mid-game and late-game
And pulled it all apart
Then when you get to the late-game, we definitely hope
That hardcore action gamers
When it comes to Boss fights later on
We hope you'll feel "Hey, I'm pretty worried about this"
"This game"
"Is a challenge and can be quite difficult"
It's this that forms our core gameplay
But the time needed for each user to learn things
Is different
So when we designed this curve
It's especially important
But we still are going to come up with a way
To let our players both new and old
Experience the fun of this game in the end
That's what I think
Street Fighter is a really fun game to play
And it's been popular ever since Street Fighter 2
Beloved by both adults and kids alike
And the fun still continues on to this day
But as time goes by, it gets harder
To get more people to try it
Because there's so much entertainment out there these days. It's hard to choose
Under this situation, we have to consider
How we can reach out to users
So we added Modern Controls and World Tour
But there's something important we've always emphasized
This game is not only designed for beginners
But also for players to experience the fun and depth the devs have put in
A system that guides them to that goal
Or an express ticket, so to speak
And we succeeded in this goal
For example, when you want to use a Shoryuken
Or if you want to use your Super Art, Hadoken, such thoughts that are unavoidable when playing
There's a natural response from your fingers as soon as you think about it
These are the areas we've been focusing on and designing
Even though we might face some conflicts
Between newcomers and the old playerbase regarding Modern Controls
But in the early stages of development
We placed heavy importance on balancing
This also makes us feel confident in promoting our products
Because of a system like this, we can use channels such as livestreaming
To go and attract players who've played before but fell off due to complicated controls
Older players in their 30s and 40s
We can make them feel like Street Fighter 6 is worth trying out
This makes promotions a lot easier
I think it's clear
The balance of simplicity and depth. What's your take on it, Mr. Nakayama?
The reason why we originally came up with Modern Controls
Is because Street Fighter 1
Before Street Fighter became a fighting game
Was more like a hand-to-hand combat simulator
There were hidden moves
Like Shoryuken. Though hard to perform
Could one hit KO. This brought a lot of fun to the game
Then, in Street Fighter 2, we thought it would be more fun for these moves to be easier to unleash
By extending the window for inputs
Or holding buttons
Or repeatedly tapping a button to trigger a move
We lowered the difficultly barrier for ultimates
And though they were those same moves, they couldn't one-hit KO anymore
Instead, they became powerful Super Arts, and it gave people great joy to unleash one
But as times change
They became considered difficult moves
That's when a question emerged about what a one-button Super Art would look like
I have always been a fighting game gamer
So this instinctively sounded problematic to me
But I also believed that we needed to think outside the box and try new things
When I first started playing I thought, "a move like Shoryuken is too hard for me to pull off"
There must be lots of people who are set back because of this
I hope that these people can also one day feel the joy of launching a Shoryuken
That's the challenge with Modern Controls
It has to find a balance between hardcore and casual
There's also another challenge
There's a lot of terms and rules that need to be memorized in a fighting game
Which can be a little complicated for some players and spectators
That's why I hope that people who are playing the game or watching tournaments
Can feel these wonderful moments happening more intuitively through visuals
For example, when people watch their favorite VTubers compete
I hope they get that moment of just being like "Wow!" in excitement alongside their opponents and rivals
When a player successfully counters Drive Impact
The camera switches perspectives and even adds slow-motion effects
On top of this, we also added in a live commentary mode
"That was an awesome move"
It's actually made to complement the Drive system in bringing players something that is easier to understand and follow
I can now easily activate those moves that I could't perform before
The experience in itself is great
It's also a great way to let people better understand what exciting details are occurring
After being hooked, they'll want to learn more in-depth about the game
And they'll discover lots more in-depth moves here
You need to play to discover this
So I hope to make it easier for players to understand visually
Which feels more like following your instincts
That's my original drive for making it
I didn't work at Capcom originally. I was doing sales for another company
Later on, I transferred to Capcom's HR Department
Where I worked in HR for developers
Connecting the dev team with the sales pipeline
I thought that if I continued my career as HR for developers
It would be hard to advance my career without knowing more about how development worked
That's why I expressed my desire to work in development
And that's when
I was contacted by the person in charge of Street Fighter
At first, I wasn't told to do anything in particular
But to just take in the team atmosphere
I think it was before the release of Street Fighter 5, Mr. Nakayama was there, too
Back then, I just went to test-play a few demos
In fact, I only really transferred over just after Street Fighter 5 was released
Around August 2016 or so being when I joined the Street Fighter team
At the time, I was appointed as assistant producer
And given a task expecting me to take charge of running
My own project within three to five years
However, about a year later, the producer resigned and I took over the whole thing
I was both the producer of seasons three to five of Street Fighter 5
And the producer of Street Fighter 6
Transferring from a sales management role over to a dev role is quite rare in our company
A lot of people have worked very hard for it
I designed some new systems with them
And eventually managed to realize them
I've always loved Street Fighter
So I've been filled with passion and motivation the whole time on this project
The transition from Street Fighter 5 to 6
Mr. Nakayama and I thought about things very similarly. We wanted to draw in new users
Meanwhile, we also hoped that many existing players
Would want to try out Street Fighter 6
And so we added a few new controls, plus a World Tour mode and other content
Considering that players today enjoy being able to communicate online
We also emphasized the importance of social aspects
And created a Battle Hub feature
These were all aspects which Mr. Nakayama and I shared similar ideas on
Also, this is just coming from me as an individual
I really hope to see more Street Fighter 6 thumbnails
On Twitch and Youtube, being recommended
Videos can better and more directly show players how fun a game is
After discussing with Mr. Nakayama
The animations, systems, and modes were realized in the game
Actually, it's more of my personal experience in making it all the way to producing Street Fighter 6
Around 2000 or 2001
I joined Capcom because I wanted to make a fighting game
I was into arcade games, so I joined Capcom because that's the kind of game I wanted to make
But the year I joined
I was told that we weren't making fighting games for the arcade anymore
The reason being, compared to arcade machines
Home gaming consoles are more powerful
Back then, the last fighting game produced for the arcade was Capcom vs SNK 2
I'd always wanted to develop a fighting game, but I couldn't quite get it to happen
So I decided to leave Capcom
To go and work somewhere else
Several years later, at the Tokyo Game Show, my former supervisor told me
Capcom was hiring for this new fighting game. He asked if I would like to come back and check it out
And despite coming back
What's really unfortunate is that when I got there, the fighting game was put on hold
Back when I was making some music games or mobile games
Capcom asked me to come up with a way to save Street Fighter 5
Which had been going for about three years before I joined and was in dire straits
And I was given just one and a half years
When I joined, I discovered that there was this huge gap
Between what the creators wanted to do, and player expectations
I guessed the players weren't buying into what had been made
So I really finessed things
Taking something that's already pretty much done and tweaking it to make it even more Street Fighter-y
And my own ideas weren't completely integrated
Of course, they weren't completed not integrated either
I am also a loyal fan of the Street Fighter franchise
And I hoped more people could experience the joy of playing Street Fighter
That's why I was always thinking up ways to achieve this goal through game design
When we first started planning Street Fighter 6
I discovered that my ideas happened to be pretty much in line with Producer Matsumoto
I think the production of Street Fighter 6 is a kind of "revenge"
Then we completed Street Fighter 6
We all think
Good art requires an eye for detail
And another thing that we have to achieve
Is to make players feel
This is different from anything they've seen before
And as to how to achieve that
We've actually tried out many different methods
Maybe we really put a bear in the game
Make a robot and put it in
We think that's cool and interesting
But at the same time, if we do something new
During the creative process
We have to consider whether or not existing users
Can accept something, before making it
That's something which my teammates and I
Are always discussing and researching
For example
Zenless Zone Zero has an urban theme
But for an urban theme
If I just use a currently existing car
Or airplane or skyscraper
Is that going to be fresh enough for our players?
This week I was thinking, "actually, possibly not"
So then how about we try retro cars
Super old ones from back when I was very young
I'm talking 7 or 8 years old when I was in grade school
Some of the art and aesthetics that I saw
Take that and bring it into the modern era
Is that not a fresh experience for users?
I think that most people wouldn't have seen it again recently
They wouldn't go back and look at those things
I even feel
If we bring some of the aesthetics from the past forward to the present
It still has a lot of artistic
And aesthetic value here and now
So we deliberately use
A few retro elements
Including old cars from back in the day
Or old videotapes
Or old arcade machines
Indeed. Pre-launch promotions are very important for games
And we believe that the six months before and after a game releases
Require constant promotion to be effective
Before Street Fighter 6 was launched, we conducted widescale promotion
First of all, we want everyone to know Street Fighter 6 is completely new
Whether it's the characters, design, music
Or, most importantly, the combat system, everything has been updated
We use videos to explain these changes in detail so players can understand
For example, we will get influencers
Or explain in detail on our website. This is something that we keep doing
Perhaps it's rare for a fighting game, but we even released a demo version
To let people experience Street Fighter 6 sooner
We also conducted beta testing
And something else we consider very important is the production of merchandise prior to release
People who buy game merch before it's even released
Will wear that merch
And it'll make them feel more connected
And they will have spent more time with Street Fighter 6
When the game is released, compared to those only just learning about the game, these people
Having spent a longer time with the game
They will have a stronger sense of immersion and will play it for longer
So we place great importance on early promotion and exposure
Through these efforts, we draw in more people to play
With more players trying the demo and beta
They would share their experience and how much fun they had
Via word of mouth. Also, now we live in the age of video
People will make their own videos and upload them
Naturally, this will spread the word further
That's what suits the modern era. We want to create this positive feedback loop
After release, we hosted a variety of events to create the feeling of a very popular game
This popularity gives players confidence in the game that they're playing
Seeing this game that they're playing with events everywhere
With lots of people playing. It brings joy and recognition
In order to give back to all of these players who have come especially to play our game
We held lots of events
We did lots of collaborations and we produced lots of merch
To bring new things to players
It makes players happier
Getting them more invested in Street Fighter 6
We discovered all of that a long time ago
And I think it's closely related to Street Fighter 6's
Achievements today
These are all aspects that we play very close attention to
If we don't communicate like this, then there are things we'd never find out
After today's conversation, I feel like our ideas really resonate
And like I just said, focusing on player needs
And bringing them what they want to experience are both very important
Chief director Mr. Nakayama always says
"We are not creating works of art, but products" and I completely agree
I used to work in sales before, so I know all too well
Promotion of a creator's masterpiece is also crucial
The director feels the same way, so we work well together
From this conversation I can feel
That Mr. Li is working hard and going in the same direction with Zenless Zone Zero
Also, we were just able to enjoy the same games together, and battle each other
It's really awesome, and I really enjoyed myself today
So we will keep working hard with operations, roll out constant updates
And cheer you guys on
I foresee a busy time for Zenless Zone Zero ahead
But we'll be rooting for you, let's keep comparing notes
It would be a real pleasure to see you at another one of these events
We often say that just simply making a game is meaningless
It has to be played
That's how it gets its value
Not just as a product
But you have to also consider how players will feel
And the future development of the game
That's something we can agree on
It makes me very happy
There are lots of different ways to get players to like a game
Such as the graphic design, music, cutscenes
And the overall performance of these elements, they all need attention
Just like you mentioned before
We need to consider the details on how to bring players something new
I had the chance to play Zenless Zone Zero today, and it was captivating
It's a game that I want to keep playing
In this regard, we can't lose to any competitors
We need to make sure the games we make also make our players happy
Today's conversation has helped me feel that again, and I'm really grateful
Well, I'd just like to reiterate my joy
Playing Street Fighter with you two
Has made me so happy
And then to let you two experience Zenless Zone Zero
A product of ours
I feel extremely honored and also
I have to say that I think from today's conversation
I have learned quite a lot
But what I think is more important is
What I feel from our chat
I feel we are creating games
But at the same time
We're determined and persistent in creating hardcore products
But even more than that, we are creating culture
I think fighting and action games
Have come so far over the years
And it's not just simply
A game
In my mind
It's a kind of
Cultural derivative
If we keep making these, and make them well
If we refuse to give up on it
Then we can bring more users
What I think is a very meaningful and valuable experience
So I hope you two keep working hard
Keep making even better fighting games
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