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Do you think future licensed games might take the same ‘main protagonist’ route that Origins has? There is of course the possibility of taking the ‘main protagonist’ route. However, we do not intend to keep focusing on that. For example, if the original work is a story with three main characters, we might make it a three-member party experience, or an experience about each of the three characters. I think it is our job to think about how we can maximize the appeal of the original work in a way that is uniquely Warriors-like, and how we can provide a one-of-a-kind experience.


I have been strongly conscious of this idea since


DYNASTY WARRIORS 6, and I believe we were able to realize it at a high level in DYNASTY WARRIORS: ORIGINS.


DYNASTY WARRIORS: ORIGINS takes a main character or singular protagonist-driven approach to its narrative that previous titles in the series have not. What made you want to do that? This game is set in the Three Kingdoms, which is both a history and a story of Ancient China. The Three Kingdoms is an ensemble drama featuring hundreds of heroes, and because of this, we believe it is difficult for those who are unfamiliar with the Three Kingdoms to appreciate its charms. In this game, by showing the story and characters from the perspective of a protagonist with amnesia, all game fans around the world who have never heard of the Three Kingdoms can also enjoy the game.


Has your recent work on licensed games changed your approach on mainline Musou games? When I am creating games, I try to make use of all my previous knowledge and experience. In working with many creators both inside and outside of Koei Tecmo, I have learned how to portray worlds, stories, and characters in a natural, easy-to-understand, and appealing way, and above all, how to convey the appeal of the game itself in an easy-to-understand manner. This game also makes use of these skills, so in that sense, I think it has changed my approach.


Does Omega Force still hope to make more licensed Musou games in the future? Well, I think that there are many interesting worldviews and stories, and in creating such games I think we can create new ways of making such new games exciting. If the opportunity arises, I would like to continue taking such challenges.


16 | MCV/DEVELOP February/March 2025


ORIGINS is the highest rated entry (at the time of writing) in the Musou series outside of Japan. Why do you think it has resonated so well with people overseas? It’s probably because I produced it! Just kidding. [Laughs.] I think it is largely because from the start of the project, we were thinking about how the game design, story, and quality should be so that game fans around the world could enjoy the game. Above all, I believe that the development team worked with passion to achieve that goal, overcame sometimes insurmountable challenges, and thoughtfully created the game, which is why it has received such high praise from people around the world.


What’s next for Omega Force? Is there any hope for another Samurai Warriors game? It will depend on how well DYNASTY WARRIORS: ORIGINS sells [Laughs.], but I would like to produce a sequel to DYNASTY WARRIORS: ORIGINS first. And with that I would like to create a game experience that is even more exciting and surprising than this one. As for SAMURAI WARRIORS, I personally would


like to work on it someday. I have mainly been involved in the DYNASTY WARRIORS series, and with SAMURAI WARRIORS series only a part of SAMURAI WARRIORS 5, but I also love the Japanese Sengoku period, so if I was able to make the next SAMURAI WARRIORS game … I have a concept (or fantasy?) of what I would like to do, and I would love to make it if I get the chance.


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