Yosuke Hayashi, "The current fighting game scene is getting narrower"

Matt Ponton

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It’s been a surprisingly long time since the last Dead or Alive fighting game release – Dead or Alive 4 came out way back in 2005, around the launch window of the Xbox 360. We’ve had some spin-offs and a very bizarre film adaptation in the meantime, but DoA’s core competency of intense one-on-one 3D fighting has been, well, dead for a while now. But Team Ninja’s not content to let one of its crown jewels collect dust, and now Dead or Alive is alive and kicking again, making a comeback in the form of DoA Dimensions on the 3DS. We sat down with Team Ninja’s Yosuke Hayashi to discuss all matter of DoA related subjects, ranging from the current fighting game landscape to the franchise’s future as a post-merger Tecmo-Koei property.

GamesRadar: So it’s been quite some time since the last Dead or Alive fighting game. Could we consider DoA Dimensions to be a sort of Dead or Alive 5, then?

Yosuke Hayashi: It’s actually more of a “best-of” compilation to us. We wanted to give this to fans of the franchise that have been playing the games for a while – a mix of elements and characters from the whole series in a nice little package. First-timers to the series will also be able to get a comprehensive overview of the series.

GR: So why the 3DS, then? People tend to associate DoA with being on the system with the most raw horsepower in order to showcase the game’s visuals.

YH: Our main reason for choosing the 3DS was creating Dead or Alive from a bit of a different perspective… no pun intended. We could have just continued on consoles the way we had up to this point, but we decided we wanted to give players a portable experience – let them hang out together with a bunch of friends and just play it. The 3DS felt like a platform where we could most easily realize that. It gave us the opportunity to really flesh out a fresher, portable experience rather than simply doing a direct port. The 3DS simple felt like a good match for what we wanted to do with the game.
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GR: A lot of fighting game fans aren’t very fond of portables, mainly because of the controls. People like their specialized pads and sticks and whatnot. The portability aspect isn’t as big a deal to them when they can go online and play against people there.

YH: We actually invited several top DoA players to test out the game, and they asked us the same questions. But one of the major goals that we had with this game was getting players back into the DoA series and the fighting game genre as a whole. We wanted to change the way fighting games have become so streamlined into a hardcore, ultra-competitive audience. So I think making a portable game gave us a chance to give those people who have fallen out of the fighting game loop to come back into the genre and give it another chance. Expanding the genre beyond consoles could be a key way to invite more people back into the fold and get them to appreciate the beauty of fighting games.

GR: It’s interesting that you say that. One of the big issues with the fighting game scene is that those hardcore players don’t want accessibility. If they feel like their games are being “dumbed down” or made more accessible they’ll pitch a fit. You’ve got a lot of features in this game that could be interpreted as such, like the touchscreen combo execution feature. Are you afraid that there might be a backlash?

YH: When you look at the current sort of hardcore fighting game fan “scene”… that whole community is getting narrower and narrower. Since there’s so much competition there right now. It’s really just the survival of the fittest. They guys who can stay on it and who can win are the ones who have been alive and kicking in the community for the longest time. One thing that we really want people to understand is… taking into account the guys who have been losing. *laughs* They’ve been left behind, and eventually, they go off and do their own thing and separate from the fighting game community. They get sick of fighting games and go to play something else.


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I think we’re a bit more conscious of those fans that have separated themselves because they couldn’t keep up with the most competitive players for whatever reason. We wanted to give them something that would be an incentive to come back to the community. DoA Dimensions was made purposefully to help them get back in touch with this sort of fighting game. It might be the Holy Grail to hardcore fighting gamers… it does have the same DoA mechanics for hardcore players to appreciate, but we need to include additional elements to bring back those who have been left behind as well. One of those things is the Tag Challenge mode, where you can pair up two different players of varying skill levels and play together, being evenly matched against a tough opponent. We want to lay something down that will invite people back in and keep this genre healthy in the future.

GR: DoA set a bit of a precedent by being one of the first big fighting game franchises to eschew the “arcade-first, console port later” format. Nowadays this seems to be the norm – or you’re even seeing the reverse happening, like with Super Street Fighter IV. Why do you see this trend happening, and do you think fighting games in arcades are dead at this point?

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YH: Speaking in terms of the Japanese arcade scene, it’s pretty bad at the moment. I think what SF did was… well, they did what they could do, put it out on the console first. The market wouldn’t really allow the reverse of that. The arcade version exists for the SF champs to show off, basically.

GR: It’s Daigo’s personal theatre.

YH: *laughs* Yeah! But for us, we took a different perspective. With this game, we wanted to bring the series back to life. We haven’t had anything for five years, after all. To bring this back meant to get back our DoA player base, and to expand on the current fighting game community as well. This game is like a “reboot” of sorts – you’ll definitely be seeing more DoA in the future.

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GR: Something longtime DoA fans may have noticed is that this is the first “T” rated game in the series in a while – most of the previous games garnered an “M.” DoA has a bit of a reputation for edgy content – does this mean you’ve “toned it down” in any way for a broader (and presumably younger) 3DS market?

YH: Our core fighting action has always been more in line with the “T” rating, really. The main difference is that, in the previous games, some of the movies and sequences could get a bit racy. That’s more or less why the ESRB gave us an “M.” As a result, the whole game needed to be M-rated. But we want fans to know that we haven’t changed or toned down anything here. The fighting’s still as intense as ever, and you’ll still get plenty of fanservice. I guess the ESRB decided this time that our cinematics were on the “T” level, so that’s why we’ve got the rating.

GR: With exceptionally violent fighting games like MK on the market now, consumers might have a different expectation of “M” rated fighting games, as well.

YH: It is. We definitely don’t want to go down the same path as MK. Wouldn’t it just be disturbing if you could pop Kasumi’s head off? *laughs* We’re not really concerned so much about ratings when we make our games. We just want to make what fits us – and the game – best. What it winds up being rated is strictly up to the ESRB to decide.

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GR: If we are to see more DoA games in the future, will the series go in a more portable direction, or will we see it on the home consoles as well?

YH: For this particular game, we felt that brining the series back into the limelight in a portable fashion was the right step. Our team isn’t so much influenced by the way the market flows – for example, the portable market in Japan is much stronger, so let’s make games for that. No, it’s got nothing to do with that. Rest assured, you’ll be seeing DoA on bigger things in the future.

GR: Let’s wrap this up with a corporate question: How has the whole merger with Koei been going? Also, when can we expect the game where we fight a horde of a million Kasumi clones coming at us at once?


YH: *laughs* It’s really unusual for Tecmo and Koei to have come together – rarely in the Japanese games business do two development companies merge. Yes, there was Square-Enix, but you need to remember that the Enix portion was strictly a content publisher and not a developer. We and Koei had a completely different philosophy of doing things, but rather than forcing those philosophies on each other and making stuff like Ninja Gaiden Warriors – we don’t want to do that sort of thing just for the sake of doing it, because nobody wants that. If our philosophies overlap and we can do something together that’s meaningful and makes sense, but we won’t do anything stupid.
Apr 27, 2011
GamesRadar
 

Allan Paris

Well-Known Member
Man, I guess so. . . . . I hope DOA: D is going to be as good as they think it will be. I really don't care for anymore interviews, like Rikuto mentioned on DOAC, he keeps changing his answer for putting the game on a handheld. Yes, I have noticed that shit as well, but I am beyond this now. This is on a handheld. . . IT DOESN'T MATTER.

I will wait on a console installment and see what the game is like then.
 

The HuBBs

Active Member
YH: We actually invited several top DoA players to test out the game, and they asked us the same questions. But one of the major goals that we had with this game was getting players back into the DoA series and the fighting game genre as a whole. We wanted to change the way fighting games have become so streamlined into a hardcore, ultra-competitive audience. So I think making a portable game gave us a chance to give those people who have fallen out of the fighting game loop to come back into the genre and give it another chance. Expanding the genre beyond consoles could be a key way to invite more people back into the fold and get them to appreciate the beauty of fighting games.

So when they simplified the controls for moves in SF4 they were making it just for the hardcore tournament audience? The same with MvC3? Are you fucking serious?

YH: When you look at the current sort of hardcore fighting game fan “scene”… that whole community is getting narrower and narrower. Since there’s so much competition there right now. It’s really just the survival of the fittest. They guys who can stay on it and who can win are the ones who have been alive and kicking in the community for the longest time. One thing that we really want people to understand is… taking into account the guys who have been losing. *laughs* They’ve been left behind, and eventually, they go off and do their own thing and separate from the fighting game community. They get sick of fighting games and go to play something else.

Thats the dumbest thing I ever read. I know people who have 0-2'd in so many tournaments(myself included) and they/I never seperated from the scene. He must be talking out his ass now.
 

Matt Ponton

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It's tough to make a fighting game - any game for that matter - where the loser of the match feels rewarded, especially if the player experience levels were vastly different.

If players are of the same skill I have seen them enjoy the game; the lesser knowledged players don't need to know the intricacies of one move over the other or what to do in what situation, they have fun regardless. I've seen players enjoy Virtua Fighter for simply playing it - and not utlizing the deep engine to its fullest.

So saying that "They get sick of fighting games and go on to something else." is a redundant statement in the game industry. I got sick of Gran Turismo after 30 minutes, and went on to another game, but you don't see Gran Turismo trying to make the game more "casual friendly".

If you're playing a fighting game, there is one purpose: One player wins, One player loses. The designer should not be at fault for how the loser feels after the game.
 
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