Exclusive: Like a Dragon rep talks about Gaiden’s sales, Infinite Wealth’s tremendous volume and whether we can expect a Game Pass release (the answer is no) - AUTOMATON WEST
An interview with RGG Studio Director Masayoshi Yokoyama about the upcoming Like a Dragon: Infinite Wealth and the recently released Like a Dragon Gaiden about sales, Game Pass and more.
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──How is Like a Dragon: Gaiden performing in terms of sales?
Yokoyama: In Japan, sales have been surprisingly good. The game's been very well received, and as a result, we've been able to hold more demo events. Thank you all so much.
──You often mention the Like a Dragon series' growing overseas popularity, but this time it's the domestic sales that stand out?
Yokoyama: Yes, domestic sales this time around are astonishing, I can really feel the series' popularity reigniting in Japan. Gaiden might be our best-selling title in recent times.
──Congratulations! Did it exceed your expectations?
Yokoyama: It doubled my expectations. Frankly, up until the release, I wasn't that confident in Gaiden in terms of sales.
──By the way, how has Infinite Wealth been doing in terms of pre-orders?
Yokoyama: Quite well – I think we might break a record in terms of pre-orders.
──The Infinite Wealth demo being included as Gaiden's bonus content might be contributing to that. It's quite a long demo too.
Yokoyama: It's long, but it's still just a fraction of the real thing. Our idea was for people to think of the combinatio
──You've mentioned Infinite Wealth's significant volume on several occasions, but can you go into more detail? What makes the game so substantial?
Yokoyama: First of all, the main story is long. It features two main protagonists, and numerous other characters, so the amount of side stories related to each of them is considerable.
Then there's "Dondoko Island" and "Bucket List," which are packed with side content and substantial enough to be independent games depending on how you play them. But, on the other hand, both "Dondoko Island" and "Bucket List" are optional. After all, side stories in Like a Dragon titles have always been optional. You can progress through only the main story if you want to, and you can play the side stories to feel the volume too. This has remained unchanged with Infinite Wealth. Besides, if you attempt to clear everything, it may never end.
──Even Yakuza: Like a Dragon takes quite a while to complete…
Yokoyama: But Infinite Wealth is of much greater volume than Yakuza: Like a Dragon. Just from the debugging process, I can tell that Infinite Wealth takes "never-ending" to a whole new level.
──I should prepare myself. There's another thing I've been curious about – can people expect Infinite Wealth to be available via Game Pass?
Yokoyama: At the moment, there are no plans for Infinite Wealth to come to Game Pass.
──Why did you decide so?
Yokoyama: This is connected to what I mentioned earlier, but for Gaiden, I thought of Game Pass as a way of "handing overseas users our business card" – in other words, letting players new to the series enjoy the game and get to know Kiryu. Game Pass proved to be a very good method to invite new users to interact with the series.
──Come to think of it, the developer of Baldur's Gate 3, this year's Game of the Year, had commented that they have no plans for a Game Pass release given the game's volume (IGN).
Yokoyama: I understand the reasoning behind their decision very well. I think each title has its own goals and befitting ways of being provided to users.
──To finish things off, tell us how people who want to play Infinite Wealth should prepare themselves ahead of the release.
Yokoyama: I think a very important thing is how you engage with console games. Mobile games have come to be so widespread because people had trouble approaching console games – after all, the entertainment industry is all about competing for peoples' free time. I speak from my own experience – I've been making console games ever since I joined Sega, but the older and busier I get, the harder I find it to make time for console games. And then, even though I play them less and less, I keep making larger games…I'm always faced with this contradiction within myself.
I believe there's a particular way only console games can move people, and I want to create games that give the player a high degree of satisfaction, with high-end graphics and lots of content. Infinite Wealth's story ended up super long, but there's so much to experience in there.
This is why I'm always set on creating stories you can't easily forget. For Infinite Wealth, I envisioned a story that features complex events but is easy to follow and unforgettable.
With that said, I want players to engage with the game as they would with a TV drama, watching for two, three hours a day – consistently but without harming their health.
──I'll try not to overdo it and wreck my body.
Yokoyama: If you wanted to clear only the main story of Infinite Wealth, it would take about 3-4 days without sleep. That means no sleep, no detours, and almost no side stories, so please enjoy the game bit by bit, without losing any sleep.
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