Zenless Zone Zero x Street Fighter 6 Creators Roundtable

Zenless Zone Zero
28 Jun 202435:58

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

00:00

🥊 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.

05:01

🕹️ 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.

10:03

🎮 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.

15:08

🛠️ 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.

20:13

💼 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.

25:15

🏗️ 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.

30:17

🎉 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.

35:18

🌟 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

Street Fighter es una serie de videojuegos de lucha icónica, la cual es mencionada en el guion como un punto de referencia para la experiencia de juego y el desarrollo. Se utiliza para ilustrar la evolución y el diseño de juegos de lucha y cómo estos han impactado la cultura de los videojuegos.

💡Zenless Zone Zero

Zenless Zone Zero es un juego desarrollado por los participantes en la conversación, que se menciona como un ejemplo de un juego de acción con mecánicas de juego satisfactorias y visuales impactantes. Es utilizado para comparar y contrastar con el diseño de juegos de lucha.

💡Mecanismos de juego

Los mecanismos de juego son elementos fundamentales en la creación de experiencias de juego, como se discute en el guion. Se refiere a las acciones que el jugador puede realizar y que definen la dinámica del juego, como 'paradas' y 'ataques', y se relacionan con la satisfacción y la estrategia del jugador.

💡Diseño de juegos

El diseño de juegos es un concepto clave en el guion, que abarca la creación y la planificación de aspectos como mecánicas, historia y arte de un videojuego. Se discute cómo este diseño influye en la atracción y la retención de los jugadores, y cómo se ha evolucionado en series como Street Fighter.

💡Acciones en cadena

Las acciones en cadena son una característica mencionada en el guion que refiere a la capacidad del jugador de ejecutar una serie de movimientos en un corto período de tiempo, lo que puede resultar en una jugada efectiva y satisfactoria. Se relaciona con la profundidad y la satisfacción en juegos de acción y de lucha.

💡Feedback de juego

El feedback de juego es un término utilizado para describir las respuestas del juego al jugador, como sonidos, vibraciones o cambios visuales, que confirman o recompensan las acciones del jugador. En el guion, se discute cómo este elemento es crucial para aumentar la satisfacción y la inmersión del jugador.

💡Demostración de juego

Una demostración de juego es una versión limitada de un videojuego que se ofrece al público antes de su lanzamiento oficial. En el guion, se menciona como una estrategia de promoción para permitir a los jugadores experimentar el juego y, por lo tanto, aumentar el interés y la expectación.

💡Mercancía de juego

La mercancía de juego se refiere a los artículos relacionados con un videojuego que se venden fuera del juego mismo, como camisetas o figuras. En el guion, se discute cómo la venta de esta mercancía puede fortalecer la conexión de los fans con el juego y aumentar su inversión emocional y temporal.

💡Promoción de juegos

La promoción de juegos es el proceso de difundir información sobre un videojuego y atraer la atención del público hacia él. En el guion, se discute la importancia de la promoción pre-lanzamiento y las estrategias utilizadas, como la creación de contenido de video, la participación de influencers y la realización de eventos.

💡Cultural derivative

Un cultural derivative se refiere a algo que se ha desarrollado a partir de una cultura o fenómeno cultural existente. En el guion, los juegos de lucha y de acción se consideran cultural derivatives, lo que sugiere que han evolucionado más allá de la simple entretenimiento y han adquirido un significado y un valor cultural más amplio.

💡Jugadores casuales y hard-core

Los jugadores casuales y hard-core son términos utilizados para describir el tipo de audiencia de un videojuego. Los casuales son jugadores ocasionales que buscan diversión, mientras que los hard-core son jugadores más comprometidos y dedicados. En el guion, se discute cómo el diseño del juego debe equilibrar las necesidades y preferencias de ambos grupos para alcanzar un amplio espectro de jugadores.

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

play00:47

You just fought the developer of Street Fighter

play00:51

How do you feel?

play00:52

Really nervous, then really excited

play00:55

But also really happy

play00:56

I mean nervous, excited, and lots of other emotions all mixed up inside

play01:02

And how do you feel, Mr. Matsumoto?

play01:04

Really happy

play01:05

We rarely get the chance to play against people outside the company

play01:09

Especially not against someone who is a long-time player

play01:13

As well as a fellow game dev

play01:17

I'm just, super happy, and it was super fun

play01:19

This was an awesome experience

play01:22

I really want to have the chance to do this again

play01:26

We can keep playing together

play01:27

Let's add each other

play01:30

Sure can

play01:33

I mean it

play01:34

I hope you only ask for him after 18:30 Japan time, so he can get work done before then

play01:40

That's still my work time

play01:42

How do you feel, Mr. Nakayama, after trying out Zenless Zone Zero?

play01:45

It feels great to play and the graphics are amazing

play01:49

There're so many different kinds of moves and branching techniques. The effects are fantastic too

play01:55

It was my first time, so I probably didn't look too amazing at it

play01:59

But once I get used to it, I'm gonna be awesome

play02:01

Looked pretty awesome

play02:03

I think you played really well

play02:05

Then I really must be awesome, then!

play02:08

That is absolutely false, hahaha

play02:10

I'd like to play it again and time my dodges better

play02:14

So I can perform better

play02:22

I think it's more about

play02:23

Some of the design principles and how they collide

play02:25

Just now, while we were chatting

play02:29

We also talked about

play02:30

How action games and fighting games

play02:34

Although they're two completely different genres

play02:38

Within them

play02:39

I can find some

play02:41

Shared design principles

play02:45

Which can be paired

play02:47

So have you two also had such a feeling?

play02:50

Mmm, I feel the same

play02:53

About how fighting games are actually a type of action game

play02:59

The core principle of action games is

play03:02

When you press a button, there's an action reflected on the screen

play03:08

And you string together actions to solve problems or confront enemies

play03:13

(The difference between action games and fighting games is) whether the interaction is one-on-one

play03:15

Or one-against-many

play03:20

What makes it fun I think is actually the same

play03:24

For Zenless Zone Zero

play03:25

At the very beginning

play03:27

I just wanted to give players moments of pure satisfaction

play03:31

Because back in the day whenever we played Street Fighter

play03:32

Whether it was 3rd Strike or Street Fighters 4 or 5

play03:34

It was very rare to have a button

play03:38

That would give players immediate, heavy impact and feedback

play03:42

By the time they want to figure out

play03:44

How to play the Neutral Game well

play03:45

Which might be quite a while into the game

play03:47

And players might not have discovered the most interesting bits yet

play03:49

But they are already leaving these rather hardcore games

play03:52

When it comes to Zenless Zone Zero

play03:54

I actually had the same considerations

play03:56

As I mentioned earlier

play03:58

A game where if you only have dodges and reactions

play04:03

Monster attacks

play04:04

Monster offensives

play04:05

And our own character's offense and defense

play04:07

Something along those lines

play04:08

Then it's a little dull

play04:10

So if

play04:12

We can put this really interesting mechanic that has impact

play04:15

The feedback from this moment is stimulating enough

play04:18

For players, and they can easily access this move

play04:21

Then players get to feel that moment of joy faster

play04:25

What's so satisfying about

play04:27

This sort of experience

play04:28

If you want to compare

play04:29

I wonder if our

play04:32

Parries could be considered akin to

play04:33

The Drive Impact system in Street Fighter

play04:35

I was running the numbers on it

play04:38

And the reaction time

play04:40

Is about 30 frames or so

play04:43

For most people

play04:45

That's a timeframe within which

play04:46

You could be able to react if

play04:51

You are focused

play04:53

Then take for example

play04:55

They do something else

play04:56

That distracts the player

play04:58

So then the player might not have the ability to react at this point

play05:01

That's just like when you're playing our game

play05:03

You can't spare any attention for chatting

play05:05

Or doing other things

play05:07

I feel our game will test some players' reaction time

play05:11

Or perhaps the design of some time windows

play05:14

And then our game, you just played

play05:17

The parry system

play05:19

Or rather the Perfect Assist system which lets you switch people in

play05:21

The yellow flash

play05:23

Well, our design principles are actually quite similar

play05:26

We've suddenly found ourselves going quite deep

play05:28

The frames Drive Impact uses

play05:33

It's pretty much just like you said, 27 frames in fact (Edit: actually 26)

play05:38

Which just perfectly lies on the limit of human response time

play05:43

That's the conclusion our dev team came up with after multiple tests

play05:47

If you miss this window of opportunity, even a master wouldn't be able to successfully counter

play05:50

The number of frames is based on this consideration

play05:53

Just like how we've also made a Parry

play05:55

Even though Drive Impact is a kind of power move

play05:57

We've also designed a number of different ways to avoid it or deal with it

play06:01

This kind of prediction game between attack and defense

play06:06

Really occurs on a frame-by-frame level

play06:10

Just now in Zenless Zone Zero when the flashing warning appeared

play06:12

It's simple and easy to understand

play06:14

You get this feeling of, "Oh, something big is coming"

play06:17

Which you can counter by pulling the trigger

play06:21

This kind of design is really interesting

play06:30

Our Street Fighter dev team, especially for Street Fighter 6

play06:35

Has a "combat team" that takes full responsibility for designing the combat

play06:39

We often work with this team to do our designs

play06:44

Instead of me unilaterally deciding every specific attack parameter

play06:49

Right from the beginning, we define what kind of experience we want to give players

play06:57

For example, with the Drive Impact and Parry systems

play07:01

We designed Drive Impact, so players who were new to fighting games

play07:08

Could unleash this game-changing attack at the push of a button

play07:11

Parrying is the defensive compliment to this

play07:16

At first, it was the idea of a single-button attack and defense

play07:22

We continually iterated based on that

play07:24

Fighting games have three main base strategies: attacking, defending, and throwing

play07:30

We wanted to expand out into more options on top of this so that players have more fun

play07:35

It's our job to design this kind of system

play07:40

Afterwards, we talked in more detail with the combat team

play07:45

We did another two years of testing

play07:48

Discussing what could be improved upon and of course a few systems ended up getting deleted

play07:56

While some systems got adjusted

play07:58

That's how we developed Street Fighter 6

play08:05

Once you understand the rules of the game, it's easy to get started

play08:10

But once you get hooked into it, the game gets really deep

play08:16

But until now, the Street Fighter series has been this game that players have to figure out themselves

play08:23

Or find a friend to bring them in

play08:30

I thought we should find a way to make it easy to get into and fun to get into

play08:37

Just like the Drive Impact system we were talking about

play08:39

As long as you learn one of these mechanics like Drive Parrying

play08:44

Players can follow the learning curve to the next step, which is how we designed it

play08:48

Then there's the Drive Rush, which is something that helps you prepare for advancing

play08:53

New players can use Drive Impact to fight and make the game more fun

play08:58

These game modes and systems, they're actually set up like a ladder

play09:02

Gradually guiding players deeper into the game

play09:10

All in all, when it comes to "making a game that's as fun as possible for players"

play09:14

We really do share a lot of similarities

play09:17

That's what I think

play09:20

I think a lot of the points talked about just now are great

play09:24

We really are quite similar

play09:26

The Street Fighter series

play09:27

Will be recognized by more people

play09:29

You want more people

play09:31

To try it and understand its charm

play09:33

The charm of fighting games

play09:35

Actually, you put a lot of effort into that aspect

play09:37

Including the World Tour mentioned before

play09:40

Modern Controls mode and so on

play09:43

I think it's just for this product

play09:47

To get more users

play09:48

To feel as though this is a game that they can play

play09:51

That they want to play or perhaps that this game has an interesting design

play09:55

Well, to be more precise, it's actually a more basic design

play09:58

Back in the early days, hardcore games like that

play10:03

No matter if its fighting or action

play10:06

Though the designs were complex and fascinating

play10:10

A lot of users couldn't really properly experience it

play10:16

They would drop the game before

play10:19

They got to know its fun

play10:21

It's something I think is quite a shame

play10:24

And me, personally

play10:27

How make an action game where players can progress from simple to hard

play10:32

I like to draw three lines to outline this process

play10:37

They're actually a learning process for new users

play10:41

Then you'll clearly see the most charming part, the most fun part

play10:43

Needs a steady build-up

play10:46

For users to interact with and understand it

play10:49

When they understand the most core, most fun

play10:51

Deepest and most interesting parts

play10:53

The requirements for that is

play10:55

That we have to work even harder

play10:57

To give them confidence

play11:01

Like we just said, for example, on a surface-level

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With Street Fighter we were saying

play11:07

Drive Impact is actually a button

play11:08

An offensive technique

play11:10

And a defensive technique

play11:12

Or rather it's a way of turning defense into offense

play11:15

And if we look at Zenless Zone Zero

play11:17

Our parry

play11:18

Is also a way of turning defense into offense

play11:22

So our early users

play11:24

What are they most drawn to?

play11:26

Perhaps they might enjoy

play11:27

Sixth Street

play11:29

Or maybe another city area

play11:31

Or going out exploring

play11:33

Our art, or our music

play11:36

Or perhaps our core gameplay

play11:38

The strong visual and audio feedback from combat

play11:41

For example, Street Fighter has its Shoryuken

play11:44

And for Zenless Zone Zero

play11:45

It's a series of chain attacks

play11:47

With strong feedback like slow motion

play11:49

That triggers a very strong attack

play11:51

And this feedback from the attack will make players feel

play11:54

Something like "Yeah! I did something awesome!"

play11:56

That's actually the most surface-level that we designed for players to feel as though

play11:59

I can actually bust out this really beautiful

play12:04

This really gorgeous move

play12:06

Giving players that kind of feeling

play12:08

And then, the next time they fight

play12:09

That's when players may slowly come to realize

play12:12

"Ah, so this game system is for playing that"

play12:15

"I should match these characters together and form a team like this"

play12:19

And they'll be able to feel

play12:20

There's synergy within the teams

play12:23

And if they play like that

play12:23

It'll be more fun

play12:25

Then later

play12:27

Perhaps we'll start dropping in harder stages or more difficult enemies

play12:30

At some point adding enemies in for them

play12:33

Then we let them feel that

play12:35

The time they take to play and adapt

play12:40

Is actually something carefully designed

play12:44

So our team is always doing research

play12:47

Over and over again

play12:49

Why is it when players reach this point

play12:52

They feel like they can't keep playing

play12:54

Why did they feel when they get

play12:56

To this part

play12:56

That they aren't any good at this game

play12:59

We focus on all of these points

play13:01

Analyzing them

play13:03

Before thinking about some of the designs

play13:07

How do we design what parts so that they can learn

play13:09

What points make them invest more in the experience

play13:12

And get them playing more

play13:14

In the past I actually saw some players

play13:16

Comment on Zenless Zone Zero that

play13:18

This game's so easy that anyone with hands can play it

play13:22

Actually when it comes to this, I feel

play13:24

It's actually a process

play13:26

If we take early-game

play13:27

And if I give players the feeling right at the beginning

play13:29

We are actually making this really really hardcore action game

play13:31

But we didn't take into account base experience of the players

play13:35

And just gave them something super difficult

play13:37

Then that might see people thinking, quite early on

play13:39

"This game isn't for me, and I'm not going to play it"

play13:41

Really I think this is huge pity

play13:43

So I deliberately took some of the gameplay from the early-game, mid-game and late-game

play13:49

And pulled it all apart

play13:50

Then when you get to the late-game, we definitely hope

play13:53

That hardcore action gamers

play13:55

When it comes to Boss fights later on

play13:59

We hope you'll feel "Hey, I'm pretty worried about this"

play14:01

"This game"

play14:03

"Is a challenge and can be quite difficult"

play14:05

It's this that forms our core gameplay

play14:09

But the time needed for each user to learn things

play14:13

Is different

play14:15

So when we designed this curve

play14:17

It's especially important

play14:19

But we still are going to come up with a way

play14:21

To let our players both new and old

play14:24

Experience the fun of this game in the end

play14:26

That's what I think

play14:29

Street Fighter is a really fun game to play

play14:34

And it's been popular ever since Street Fighter 2

play14:39

Beloved by both adults and kids alike

play14:45

And the fun still continues on to this day

play14:47

But as time goes by, it gets harder

play14:52

To get more people to try it

play14:55

Because there's so much entertainment out there these days. It's hard to choose

play14:58

Under this situation, we have to consider

play15:02

How we can reach out to users

play15:07

So we added Modern Controls and World Tour

play15:12

But there's something important we've always emphasized

play15:15

This game is not only designed for beginners

play15:19

But also for players to experience the fun and depth the devs have put in

play15:26

A system that guides them to that goal

play15:32

Or an express ticket, so to speak

play15:38

And we succeeded in this goal

play15:40

For example, when you want to use a Shoryuken

play15:44

Or if you want to use your Super Art, Hadoken, such thoughts that are unavoidable when playing

play15:51

There's a natural response from your fingers as soon as you think about it

play15:57

These are the areas we've been focusing on and designing

play16:03

Even though we might face some conflicts

play16:05

Between newcomers and the old playerbase regarding Modern Controls

play16:10

But in the early stages of development

play16:14

We placed heavy importance on balancing

play16:22

This also makes us feel confident in promoting our products

play16:28

Because of a system like this, we can use channels such as livestreaming

play16:32

To go and attract players who've played before but fell off due to complicated controls

play16:38

Older players in their 30s and 40s

play16:41

We can make them feel like Street Fighter 6 is worth trying out

play16:46

This makes promotions a lot easier

play16:49

I think it's clear

play16:54

The balance of simplicity and depth. What's your take on it, Mr. Nakayama?

play16:58

The reason why we originally came up with Modern Controls

play17:02

Is because Street Fighter 1

play17:07

Before Street Fighter became a fighting game

play17:11

Was more like a hand-to-hand combat simulator

play17:15

There were hidden moves

play17:20

Like Shoryuken. Though hard to perform

play17:25

Could one hit KO. This brought a lot of fun to the game

play17:29

Then, in Street Fighter 2, we thought it would be more fun for these moves to be easier to unleash

play17:36

By extending the window for inputs

play17:41

Or holding buttons

play17:42

Or repeatedly tapping a button to trigger a move

play17:44

We lowered the difficultly barrier for ultimates

play17:47

And though they were those same moves, they couldn't one-hit KO anymore

play17:52

Instead, they became powerful Super Arts, and it gave people great joy to unleash one

play17:56

But as times change

play17:58

They became considered difficult moves

play18:02

That's when a question emerged about what a one-button Super Art would look like

play18:07

I have always been a fighting game gamer

play18:11

So this instinctively sounded problematic to me

play18:13

But I also believed that we needed to think outside the box and try new things

play18:19

When I first started playing I thought, "a move like Shoryuken is too hard for me to pull off"

play18:26

There must be lots of people who are set back because of this

play18:29

I hope that these people can also one day feel the joy of launching a Shoryuken

play18:34

That's the challenge with Modern Controls

play18:39

It has to find a balance between hardcore and casual

play18:41

There's also another challenge

play18:44

There's a lot of terms and rules that need to be memorized in a fighting game

play18:47

Which can be a little complicated for some players and spectators

play18:51

That's why I hope that people who are playing the game or watching tournaments

play18:57

Can feel these wonderful moments happening more intuitively through visuals

play18:59

For example, when people watch their favorite VTubers compete

play19:05

I hope they get that moment of just being like "Wow!" in excitement alongside their opponents and rivals

play19:10

When a player successfully counters Drive Impact

play19:14

The camera switches perspectives and even adds slow-motion effects

play19:18

On top of this, we also added in a live commentary mode

play19:22

"That was an awesome move"

play19:25

It's actually made to complement the Drive system in bringing players something that is easier to understand and follow

play19:30

I can now easily activate those moves that I could't perform before

play19:35

The experience in itself is great

play19:36

It's also a great way to let people better understand what exciting details are occurring

play19:41

After being hooked, they'll want to learn more in-depth about the game

play19:45

And they'll discover lots more in-depth moves here

play19:50

You need to play to discover this

play19:54

So I hope to make it easier for players to understand visually

play19:57

Which feels more like following your instincts

play20:01

That's my original drive for making it

play20:07

I didn't work at Capcom originally. I was doing sales for another company

play20:13

Later on, I transferred to Capcom's HR Department

play20:16

Where I worked in HR for developers

play20:25

Connecting the dev team with the sales pipeline

play20:28

I thought that if I continued my career as HR for developers

play20:35

It would be hard to advance my career without knowing more about how development worked

play20:40

That's why I expressed my desire to work in development

play20:45

And that's when

play20:50

I was contacted by the person in charge of Street Fighter

play20:54

At first, I wasn't told to do anything in particular

play21:00

But to just take in the team atmosphere

play21:04

I think it was before the release of Street Fighter 5, Mr. Nakayama was there, too

play21:11

Back then, I just went to test-play a few demos

play21:17

In fact, I only really transferred over just after Street Fighter 5 was released

play21:22

Around August 2016 or so being when I joined the Street Fighter team

play21:30

At the time, I was appointed as assistant producer

play21:35

And given a task expecting me to take charge of running

play21:38

My own project within three to five years

play21:45

However, about a year later, the producer resigned and I took over the whole thing

play21:51

I was both the producer of seasons three to five of Street Fighter 5

play21:56

And the producer of Street Fighter 6

play22:01

Transferring from a sales management role over to a dev role is quite rare in our company

play22:05

A lot of people have worked very hard for it

play22:09

I designed some new systems with them

play22:13

And eventually managed to realize them

play22:16

I've always loved Street Fighter

play22:19

So I've been filled with passion and motivation the whole time on this project

play22:27

The transition from Street Fighter 5 to 6

play22:31

Mr. Nakayama and I thought about things very similarly. We wanted to draw in new users

play22:37

Meanwhile, we also hoped that many existing players

play22:41

Would want to try out Street Fighter 6

play22:44

And so we added a few new controls, plus a World Tour mode and other content

play22:50

Considering that players today enjoy being able to communicate online

play22:54

We also emphasized the importance of social aspects

play22:59

And created a Battle Hub feature

play23:02

These were all aspects which Mr. Nakayama and I shared similar ideas on

play23:06

Also, this is just coming from me as an individual

play23:11

I really hope to see more Street Fighter 6 thumbnails

play23:17

On Twitch and Youtube, being recommended

play23:21

Videos can better and more directly show players how fun a game is

play23:27

After discussing with Mr. Nakayama

play23:33

The animations, systems, and modes were realized in the game

play23:41

Actually, it's more of my personal experience in making it all the way to producing Street Fighter 6

play23:48

Around 2000 or 2001

play23:54

I joined Capcom because I wanted to make a fighting game

play23:57

I was into arcade games, so I joined Capcom because that's the kind of game I wanted to make

play24:03

But the year I joined

play24:05

I was told that we weren't making fighting games for the arcade anymore

play24:11

The reason being, compared to arcade machines

play24:15

Home gaming consoles are more powerful

play24:18

Back then, the last fighting game produced for the arcade was Capcom vs SNK 2

play24:23

I'd always wanted to develop a fighting game, but I couldn't quite get it to happen

play24:25

So I decided to leave Capcom

play24:31

To go and work somewhere else

play24:35

Several years later, at the Tokyo Game Show, my former supervisor told me

play24:41

Capcom was hiring for this new fighting game. He asked if I would like to come back and check it out

play24:46

And despite coming back

play24:48

What's really unfortunate is that when I got there, the fighting game was put on hold

play24:55

Back when I was making some music games or mobile games

play25:01

Capcom asked me to come up with a way to save Street Fighter 5

play25:08

Which had been going for about three years before I joined and was in dire straits

play25:15

And I was given just one and a half years

play25:18

When I joined, I discovered that there was this huge gap

play25:22

Between what the creators wanted to do, and player expectations

play25:27

I guessed the players weren't buying into what had been made

play25:32

So I really finessed things

play25:34

Taking something that's already pretty much done and tweaking it to make it even more Street Fighter-y

play25:39

And my own ideas weren't completely integrated

play25:42

Of course, they weren't completed not integrated either

play25:44

I am also a loyal fan of the Street Fighter franchise

play25:46

And I hoped more people could experience the joy of playing Street Fighter

play25:49

That's why I was always thinking up ways to achieve this goal through game design

play25:52

When we first started planning Street Fighter 6

play25:55

I discovered that my ideas happened to be pretty much in line with Producer Matsumoto

play26:02

I think the production of Street Fighter 6 is a kind of "revenge"

play26:05

Then we completed Street Fighter 6

play26:12

We all think

play26:13

Good art requires an eye for detail

play26:17

And another thing that we have to achieve

play26:19

Is to make players feel

play26:22

This is different from anything they've seen before

play26:25

And as to how to achieve that

play26:28

We've actually tried out many different methods

play26:31

Maybe we really put a bear in the game

play26:34

Make a robot and put it in

play26:36

We think that's cool and interesting

play26:37

But at the same time, if we do something new

play26:40

During the creative process

play26:41

We have to consider whether or not existing users

play26:44

Can accept something, before making it

play26:48

That's something which my teammates and I

play26:50

Are always discussing and researching

play26:54

For example

play26:55

Zenless Zone Zero has an urban theme

play26:58

But for an urban theme

play26:59

If I just use a currently existing car

play27:03

Or airplane or skyscraper

play27:06

Is that going to be fresh enough for our players?

play27:09

This week I was thinking, "actually, possibly not"

play27:12

So then how about we try retro cars

play27:18

Super old ones from back when I was very young

play27:24

I'm talking 7 or 8 years old when I was in grade school

play27:28

Some of the art and aesthetics that I saw

play27:31

Take that and bring it into the modern era

play27:35

Is that not a fresh experience for users?

play27:37

I think that most people wouldn't have seen it again recently

play27:39

They wouldn't go back and look at those things

play27:41

I even feel

play27:44

If we bring some of the aesthetics from the past forward to the present

play27:47

It still has a lot of artistic

play27:49

And aesthetic value here and now

play27:52

So we deliberately use

play27:54

A few retro elements

play27:56

Including old cars from back in the day

play27:58

Or old videotapes

play28:00

Or old arcade machines

play28:07

Indeed. Pre-launch promotions are very important for games

play28:12

And we believe that the six months before and after a game releases

play28:16

Require constant promotion to be effective

play28:21

Before Street Fighter 6 was launched, we conducted widescale promotion

play28:26

First of all, we want everyone to know Street Fighter 6 is completely new

play28:32

Whether it's the characters, design, music

play28:37

Or, most importantly, the combat system, everything has been updated

play28:40

We use videos to explain these changes in detail so players can understand

play28:45

For example, we will get influencers

play28:49

Or explain in detail on our website. This is something that we keep doing

play28:55

Perhaps it's rare for a fighting game, but we even released a demo version

play29:00

To let people experience Street Fighter 6 sooner

play29:06

We also conducted beta testing

play29:09

And something else we consider very important is the production of merchandise prior to release

play29:15

People who buy game merch before it's even released

play29:22

Will wear that merch

play29:26

And it'll make them feel more connected

play29:31

And they will have spent more time with Street Fighter 6

play29:36

When the game is released, compared to those only just learning about the game, these people

play29:40

Having spent a longer time with the game

play29:45

They will have a stronger sense of immersion and will play it for longer

play29:51

So we place great importance on early promotion and exposure

play29:58

Through these efforts, we draw in more people to play

play30:04

With more players trying the demo and beta

play30:07

They would share their experience and how much fun they had

play30:10

Via word of mouth. Also, now we live in the age of video

play30:14

People will make their own videos and upload them

play30:17

Naturally, this will spread the word further

play30:22

That's what suits the modern era. We want to create this positive feedback loop

play30:28

After release, we hosted a variety of events to create the feeling of a very popular game

play30:39

This popularity gives players confidence in the game that they're playing

play30:47

Seeing this game that they're playing with events everywhere

play30:53

With lots of people playing. It brings joy and recognition

play30:58

In order to give back to all of these players who have come especially to play our game

play31:05

We held lots of events

play31:07

We did lots of collaborations and we produced lots of merch

play31:10

To bring new things to players

play31:14

It makes players happier

play31:20

Getting them more invested in Street Fighter 6

play31:24

We discovered all of that a long time ago

play31:27

And I think it's closely related to Street Fighter 6's

play31:30

Achievements today

play31:32

These are all aspects that we play very close attention to

play31:39

If we don't communicate like this, then there are things we'd never find out

play31:44

After today's conversation, I feel like our ideas really resonate

play31:49

And like I just said, focusing on player needs

play31:54

And bringing them what they want to experience are both very important

play31:57

Chief director Mr. Nakayama always says

play32:00

"We are not creating works of art, but products" and I completely agree

play32:07

I used to work in sales before, so I know all too well

play32:10

Promotion of a creator's masterpiece is also crucial

play32:15

The director feels the same way, so we work well together

play32:20

From this conversation I can feel

play32:25

That Mr. Li is working hard and going in the same direction with Zenless Zone Zero

play32:29

Also, we were just able to enjoy the same games together, and battle each other

play32:36

It's really awesome, and I really enjoyed myself today

play32:43

So we will keep working hard with operations, roll out constant updates

play32:50

And cheer you guys on

play32:53

I foresee a busy time for Zenless Zone Zero ahead

play32:56

But we'll be rooting for you, let's keep comparing notes

play33:01

It would be a real pleasure to see you at another one of these events

play33:08

We often say that just simply making a game is meaningless

play33:15

It has to be played

play33:18

That's how it gets its value

play33:21

Not just as a product

play33:24

But you have to also consider how players will feel

play33:27

And the future development of the game

play33:30

That's something we can agree on

play33:33

It makes me very happy

play33:35

There are lots of different ways to get players to like a game

play33:40

Such as the graphic design, music, cutscenes

play33:44

And the overall performance of these elements, they all need attention

play33:50

Just like you mentioned before

play33:53

We need to consider the details on how to bring players something new

play33:59

I had the chance to play Zenless Zone Zero today, and it was captivating

play34:05

It's a game that I want to keep playing

play34:08

In this regard, we can't lose to any competitors

play34:12

We need to make sure the games we make also make our players happy

play34:17

Today's conversation has helped me feel that again, and I'm really grateful

play34:24

Well, I'd just like to reiterate my joy

play34:28

Playing Street Fighter with you two

play34:30

Has made me so happy

play34:33

And then to let you two experience Zenless Zone Zero

play34:36

A product of ours

play34:36

I feel extremely honored and also

play34:40

I have to say that I think from today's conversation

play34:42

I have learned quite a lot

play34:44

But what I think is more important is

play34:48

What I feel from our chat

play34:50

I feel we are creating games

play34:51

But at the same time

play34:53

We're determined and persistent in creating hardcore products

play34:57

But even more than that, we are creating culture

play35:02

I think fighting and action games

play35:04

Have come so far over the years

play35:06

And it's not just simply

play35:10

A game

play35:11

In my mind

play35:12

It's a kind of

play35:14

Cultural derivative

play35:17

If we keep making these, and make them well

play35:21

If we refuse to give up on it

play35:23

Then we can bring more users

play35:25

What I think is a very meaningful and valuable experience

play35:29

So I hope you two keep working hard

play35:32

Keep making even better fighting games

play35:34

play35:36

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DesarrolladoresStreet FighterZenless Zone ZeroJuegos de luchaJuegos de acciónDiseño de juegosCultural DerivadoEntretenimientoInnovaciónMercadeo
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