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2024/02/05
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Mobile

"There will be an ending prepared for this game"—Interview with the Producers of Atelier Resleriana!

"There will be an ending prepared for this game"—Interview with the Producers of Atelier Resleriana!

At the Taipei Game Show 2024, our team had the privilege of participating in an interview session featuring Junzo Hosoi (second from the right) and (first from the right), the producers of Koei Tecmo's recently released mobile game, Atelier Resleriana: Forgotten Alchemy & the Liberator of Polar Night. Alongside media representatives from across Asia, we probed into various aspects concerning the development and operation of the game.

The following transcript is translated from Chinese and has been edited for clarity and conciseness.

1. Does the gacha system in the recently launched global version follow the mechanisms from the initial Japanese release of the game or the more recent updated version?

Tagawa: Since the global version is based on the 1.2.0 version of its Japanese counterpart, the gacha system in the global version adheres to the modified version introduced after the Japanese release.

2. Compared to other mobile games, this game has a relatively high frequency of introducing limited gacha pools. Will there be frequent rerun events?

Tagawa: In the Japanese version, we also received feedback about the high frequency of limited gacha pools. Our solution to this is to allow players to exchange for gacha tokens in-game, giving them the chance to pull from previously missed limited pools. Of course, in the global version, we will also provide a similar mechanism for players.

3. Atelier Resleriana being a mobile game means the development team has to consistently release new content in a short period. Could you share the challenges the team faces in this regard?

Hosoi: Traditionally, character development in the Atelier series has always been a time-consuming process. Typically, it takes one to two years for us to refine character designs. Therefore, continuously introducing new characters in a short time is indeed challenging. Meanwhile, even though characters from previous Atelier games will make their appearances in this title, we won't simply replicate their original designs and gameplay mechanics. Instead, we’ll make adjustments and redesign them to align with the gameplay of this specific game. Despite the substantial workload, we are fortunate to have the renowned character designer NOCO assisting with character design, which has been a significant help for us.

4. Are the gacha rates identicla between the global and Japanese versions?

Tagawa: Essentially, they are the same, but we won't rule out the possibility of introducing content specifically designed for the global version in the future. If there are global version-exclusive content, there might be differences set to be introduced in the gacha system for the these content.

5. The Atelier series is not new to games featuring a plethora of characters. How does the development team decide which characters to include in this game? And how do you approach designing new roles for characters originally not involved in combat?

Hosoi: Every installment and character in the series is given equal consideration, taking into account elements like past player surveys of the popularity rankings of characters. When it comes to characters not originally involved in combat, our initial assessment revolves around determining if their background and setting align well with participation in battles. Then, in terms of design, we strive to seamlessly integrate these characters into the combat mechanics of this particular game. Notably, we've received feedback from the original character illustrator, who has a specific liking for some characters in the series, encouraging us to ensure their incorporation as a combatant in this game.

6. When was the decision made to develop this game? Was it initially decided to release a mainline sequel primarily based on mobile platforms?

Hosoi: As far as I can recall, it dates back to when the Atelier Ryza series achieved remarkable success globally, both in terms of critical acclaim and sales. Internally, discussions began on how to take the Atelier series further and make it more accessible to a broader audience. At that time, we identified two main directions: first, to continue releasing new games on console platforms, as it aligns with our original intent; second, to create a mainline installment for mobile platforms to enable more players to experience the Atelier series. The decision-making process occurred around the development period between Atelier Ryza 2 and Atelier Ryza 3.

7. How often is the main story expected to be updated?

Hosoi: The current plan is to aim for a monthly update of the main story, so we hope to maintain this pace for future updates.

8. Will this game have a designated ending?

Hosoi: Regarding this, we've been in continuous discussions with the game's writer, TAKAHIRO. Of course, both the development and operation teams are well aware that players, accustomed to the Atelier series as a console game, would expect to see a conclusion. Therefore, we are preparing an ending for this game. However, the specific details of reaching this conclusion will be determined based on player reactions and preferences towards the storyline as we progress towards the ending.

9. The theme of this game appears relatively darker compared to previous entries in the series. Why did the development team choose such a narrative direction for a game primarily designed for mobile platforms? Is it purely an exploration of a new direction?

Hosoi: The decision for this narrative direction was made through internal discussions within the development team. Opting for this setting is, of course, influenced by observing the current trends in the gaming industry, with players expressing significant interest in this style.

10. Due to the game's world setting, it differs from previous entries by featuring characters as Systhesis materials. Some players have expressed concerns about the high randomness in the Synthesis system of this game. Does the development team have any response to this feedback?

Hosoi: In past entries of the series, randomness has been a consistent element in the Synthesis process. Previously, randomness was linked to the traits that materials might possess, meaning players have to repeatedly gather materials for their desired outcomes. In contrast, in this game, the randomness has been transferred to the Synthesis process itself. Therefore, we believe the overall randomness of the synthesis system remains in line with previous entries. This decision was made after contemplating how to design the synthesis system for a mobile game. Naturally, we will persist in collecting player feedback to enhance the entire system.

11. Which characters in this game will have their personalities or themes particularly emphasized through visuals?

Hosoi: The development team has poured a lot of effort into crafting each character, so I believe the presentation of every character in the game is quite impressive. It's worth noting that, in the early stages of the game, there is a sequence where Ryza engages in battle accompanied by the music from Atelier Ryza. Personally, I found this scene very moving, especially since Atelier Ryza was the latest installment in the series before this game. Her introduction in this game feels natural, and I think it will make players feel that the game’s presentation on the mobile platform is on par with its performance on console platforms.

12. It was mentioned earlier that the global version will start from version 1.2.0, while the Japanese version's story has already been updated to the seventh mainline chapter. Will the global version gradually accelerate updates to catch up with the Japanese version?

Tagawa: Due to the necessity of translation and localization processes for the global version, achieving simultaneous updates with the Japanese version is very difficult. As a result, the global version will continue to maintain the current version disparity with the Japanese version. However, updates and improvements in aspects other than the storyline, such as UI systems that doesn’t involve much translation, will be expedited as much as possible to bring the global version up to speed.

Producers’ messages:

Hosoi: It brings me great joy to return to Taiwan for the Taipei Game Show, particularly following the success of Atelier Ryza 3, which received an award at this prestigious event last year. We are genuinely honored. Whether experienced on consoles or mobile platforms, the Atelier series remains committed to providing players in Taiwan and worldwide with top-notch content. Hence, we extend our hope for continuous support for the Atelier series from everyone.

Tagawa: First and foremost, I'd like to extend my appreciation to the media friends who joined us for this interview today. Having spent three years stationed in Taiwan in the past, returning here fills me with nostalgia. I am excited to hear diverse opinions from the media and players on-site today. The Japanese version has consistently evolved based on player feedback, and drawing from the experience gained in managing the Japanese version, we are confident in handling the global version even more effectively. Of course, the opinions of international players are equally important, and we will take feedback from both sides into account to continually enhance the game and provide players with the best possible content. Thank you, everyone.

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