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volume of work to adapt into even for novels, television dramas, or movies. Trying to include all of it into a single game would inevitably mean omitting many characters, events, and battles, in addition to it being difficult to depict them in depth. Our aim with this game is to let game fans around the world, including those who are not familiar with the Three Kingdoms, to enjoy the charm of the Three Kingdoms to the fullest extent possible.


ORIGINS has also seen you intentionally lower the amount of distinct weapons and characters in the game. What advantages does doing that offer the team when it comes to improving the experience for players? The advantage is that we can provide a deeper action experience and focus on its development. Players will experience a longer story from the point of view of a single protagonist, rather than various officers. In addition, we believe that we have created a game with RPG-like aspects such as the numbers of weapons and actions increasing incrementally, and this growth process can be enjoyed through action gameplay.


There are several ways you reinforce the feeling of progression with gameplay systems throughout the campaign - not just around the story beats, but with RPG style level and equipment systems and area gates. How did you decide upon these specific systems and this game structure, and how much of that decision making is rooted in past Musou experiences? In fact, the elements other than the world map were mostly decided at the start of the project. Rather than being a result of our experience with the Warriors series, it was a culmination of what we had gained from our experience with other titles of our own and various collaboration titles. However, it took a great deal of trial and error to create the unique experience of this game by connecting and blending these elements together. Fortunately, the idea for the world map came about towards the end of development, and all the pieces fell into place.


Each new mainline WARRIORS entry seems to up the enemy count. As you increase the amount of enemies on screen, does it naturally make the battlefield feel more realistic, immersive and chaotic, or is that an area where you have to pay particular attention? As new consoles are created and the performance increases, the number of enemies do increase. But of course, increasing the numbers does not necessarily mean an increase in the sense of presence, immersion, and chaos on the battlefield. In the early stages of


February/March 2025 MCV/DEVELOP | 15


development of this game, there was a situation in which the number of soldiers increased, but it was just an increase in numbers and the sense of realism of the battlefield was rather lacking. From there, we faced a lot of struggles. In the end, we rebuilt all of the soldiers’ motions, created a number of variations beyond comparison, and most importantly, built new AI for officers and soldiers around the concept of a “Large Force,” to achieve an unprecedented sense of realism on the battlefield.


In an interview with Push Square, you told them that you actually practice martial arts. From your perspective, how does that help you with game design on something like DYNASTY WARRIORS: ORIGINS? My experience in martial arts has been very useful in game design. It is of course an obvious advantage to be able to judge whether motion or movement is good or bad, and to give specific instructions for edits. In addition, the important martial arts concept of “ren,” which I have studied, is the basis for the game design of offense and defense in action. Generally speaking, attacking and defending are not disconnected and separate things, but all actions and movements are continuous, so based on this, my perspective is to allow players to construct their own unique actions with immediacy by allowing them to attack or defend instantly the moment they feel like it.


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