Some quotes:
About the new additions to this version:
RPG Site: Let's talk about the Nintendo Switch specific content. What was your approach to this? Was it stuff left on the cutting room floor from the original release, or did you go in and try to figure out what to do afterwards?
Hokuto Okamoto: We were already talking about what kind of additional features we might want when we were during the development of the original Dragon Quest XI. We also decided on what new features to have based on... well, one thing was that the characters and the world of this game were very popular among the fans - so we wanted to add on to that. Also, the other thing is, since you could play both handheld and on the go we wanted it to be easy to play, and so that was also why we added some of the other new features to Dragon Quest XI S.
About the development and port/remake process:
RPG Site: What was the most challenging piece of development - either on this or on the original version of Dragon Quest XI?
Hokuto Okamoto: It's a bit technical, but we had some problems with the loading time. We were using Unreal Engine, and with this vast world and big cities we didn't want every single time you go somewhere to have a long loading time. We struggled a lot and we really worked on it for two years to have this balance of showing each new area smoothly - it was a lot of work.
It was our first time on Unreal Engine - and there were also some bugs within the engine that we had to fix to make everything run smoothly - that's why it took two years.
RPG Site: When you built the original game, did you build it knowing you were going to Switch - were you building it with the parameters of that machine in mind?
Yuji Horii: Yeah, we already knew at the start that it was going to be out on Switch, but we didn't have the Switch! [laughs] So we did know that it'd be going to the machine, but we didn't have the hardware, so we didn't know what to expect and couldn't prepare for it. Little by little, we got more information about the Switch from Nintendo, and we made progress through that step-by-step.
About the 2D mode:
RPG Site: Were there any interesting challenges in development in terms of ensuring that area design and elements like that work in both modes? Obviously they're very different in terms of how they represent the world...
Hokuto Okamoto: [laughs] Oh, it was hard. As you mentioned, the design of these areas is quite different and the size of the maps is very different between 2D and 3D. We still wanted players to recognize that the cities are the same even if they're really quite different. We had to choose what to leave in and what to leave out in terms of the geography of things, which landmarks to keep in the 2D version and so on... that was difficult, to determiner what we'd leave in and what we'd take out.
Another thing is that the text is different in 3D and 2D - so we have to manage all that at the same time. If we change one, it doesn't mean that the other changes automatically... so we had to change everything one-by-one. That was hard work. I never want to do that again! [laughs]
About fan feedback, same sex partner and music:
RPG Site: How much were you looking at fan feedback, critics and the like, to figure out where you wanted to go?
Yuji Horii: We did refer to some reviews and fan comments that we had, yes! One of them was that the players wanted to choose their partners more freely. So in the S version, we have the feature to choose whoever you want - that was based directly on fan feedback and comments. We've also heard comments from overseas fans, and one of them is the orchestrated music - overseas fans really wanted that in the game. Another thing is that the first DLC with Dragon Quest 8's costume and music, that was also very much demanded by the overseas fans.
More at the site. It's a really good, informative and lengthy interview. Definitely worth a read.
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