{"id":41914,"date":"2024-12-23T18:00:00","date_gmt":"2024-12-23T09:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=41914"},"modified":"2024-12-23T18:02:46","modified_gmt":"2024-12-23T09:02:46","slug":"interview-like-a-dragon-pirate-yakuza-in-hawaiis-developers-maintain-the-mindset-of-plain-ol-guys-and-thats-what-makes-the-series-so-genuine","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/interview-like-a-dragon-pirate-yakuza-in-hawaiis-developers-maintain-the-mindset-of-plain-ol-guys-and-thats-what-makes-the-series-so-genuine\/","title":{"rendered":"Interview: Like a Dragon: Pirate Yakuza in Hawaii\u2019s developers maintain the mindset of \u201cplain ol\u2019 guys,\u201d and that\u2019s what makes the series so genuine\u00a0"},"content":{"rendered":"\n<p>SEGA will release <strong>Like a Dragon: Pirate Yakuza in Hawaii,<\/strong> the latest entry in the Yakuza series, on February 21 for the PC (Steam), PS4\/PS5 and Xbox One\/Xbox Series X|S.&nbsp;<\/p>\n\n\n\n<p>The upcoming title was showcased at Tokyo Game Show 2024, where AUTOMATON interviewed the Like a Dragon series\u2019 executive producer Masayoshi Yokoyama, chief producer Hiroyuki Sakamoto and producer Ryosuke Horii. We talked to them about the success of Infinite Wealth, what\u2019s new in Pirate Yakuza in Hawaii, as well as their down-to-earth approach to making games.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"we-put-our-all-into-infinite-wealth-and-we-have-no-regrets\"><strong>We put our all into Infinite Wealth, and we have no regrets<\/strong>&nbsp;<\/h2>\n\n\n\n<p><strong>\u2500Before we dive into your upcoming title, I\u2019d like to hear your impressions of Like a Dragon: Infinite Wealth. I believe reviews and sales were strong, but looking back, what would you say you did well? Or, on the contrary, do you have any regrets?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Masayoshi Yokoyama (hereafter Yokoyama):<\/strong>\u00a0<br>Let\u2019s see, the things we did well and the things we regret&#8230; Is there even anything I regret? I don\u2019t think so.\u00a0<\/p>\n\n\n\n<p><strong>\u2500Oh?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Everyone:<\/strong>\u00a0<br>(laughs)\u00a0<\/p>\n\n\n\n<p><strong>Hiroyuki Sakamoto (hereafter Sakamoto):<\/strong>\u00a0<br>Same here. I really feel like we were able to give our all in making Infinite Wealth. We packed in everything we wanted the RPG to have, both in terms of volume and gameplay, and I think the final product came out really close to the team&#8217;s vision. As a creator, it feels really rewarding to have not only made the game as it was envisioned, but to have also received recognition for that effort.\u00a0<\/p>\n\n\n\n<p><strong>Ryosuke Horii (hereafter Horii):<\/strong>\u00a0<br>Looking back, I\u2019m sure there are some small things in there that would bother me now, but I put my all into the game and have no regrets. I still feel a sense of accomplishment about it as a creator, and with all the praise Infinite Wealth has received, I think it\u2019s a good game and I\u2019m glad to have made it.\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>If we\u2019re talking about small details to reflect on, there\u2019s bound to be a bunch of them. However, behind those details lie various factors such as our budget, development schedule, and the condition of our staff members, right? But looking at the project as a whole, including the quality of the game itself and other aspects like marketing \u2013 we have no regrets, and nothing to reflect on.\u00a0<\/p>\n\n\n\n<p>However, I&#8217;d like to mention that each time we hold a demo event, livestream, game showcase or fan meeting, we have in-depth evaluation meetings where we analyze things in so much detail you\u2019d be surprised (laughs).&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1125\" height=\"667\" sizes=\"auto, (max-width: 1125px) 100vw, 1125px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-001.jpg\" alt=\"\" class=\"wp-image-41918\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-001.jpg 1125w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-001-380x225.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-001-768x455.jpg 768w\" \/><figcaption class=\"wp-element-caption\">From left to right: Mr. Sakamoto, Mr. Yokoyama and Mr. Horii\u00a0<br>\u00a0<\/figcaption><\/figure>\n\n\n\n<p><strong>\u2500How do you feel about the feedback, as creators?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>I don\u2019t really read feedback from users. Why? Because at the end of the day, I think it\u2019s the numbers that indicate how a game has been received.\u00a0<\/p>\n\n\n\n<p>If there are ten people giving you feedback, you can hear them all out, but if there are millions, it&#8217;s impossible to go through each and every opinion. I think it all boils down to whether you yourself find what you\u2019re making entertaining or not. That said, if my sense of what\u2019s entertaining were to be completely out of sync with the majority of the audience, I would probably find out about it from the people around me before I even got to release anything, given that we\u2019re working with such a big team.&nbsp;<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>At RGG Studio, you definitely receive criticism where it\u2019s due.\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>I\u2019d say that my ideas are more marketing-based than creativity-based. I rarely do things without rationale, and that\u2019s why I don\u2019t concern myself with opinions that are based on feelings, without any logic behind them. On the other hand, I thoroughly evaluate areas that have outcomes that can be objectively measured.\u00a0<\/p>\n\n\n\n<p>I\u2019m always concentrating on what\u2019s next. I mean, after you\u2019ve released a game, there\u2019s no turning back, is there? Even if the company comes and tells us \u201cMake it sell more!\u201d &#8211; there\u2019s nothing we can do. It\u2019s out of our hands.&nbsp;<\/p>\n\n\n\n<p><strong>\u2500I think that\u2019s especially true of such large-scale projects.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:\u00a0<\/strong>\u00a0<br>Once the game is already out, I think it\u2019s much more important to think about yourself and how well you did, rather than chase after feedback. It\u2019s surprisingly difficult to evaluate yourself without bias, but it\u2019s an important thing to do before you start thinking about what you&#8217;re going to make next.\u00a0<\/p>\n\n\n\n<p><strong>\u2500Does that apply only to you, or the whole team?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>It depends on the person. I think that there are plenty of team members who look through feedback. I used to as well \u2013 I was especially curious about it when I was younger.\u00a0<\/p>\n\n\n\n<p>When I used to look at the comments people left on message boards and the like, I realized that the people who criticize creators by name are the ones who are the most passionate. I mean, you can\u2019t know us by name if you don\u2019t <em>really <\/em>like the Like a Dragon series. People like that are actually playing the games, so I don\u2019t mind hearing them complain at all.\u00a0<\/p>\n\n\n\n<p>What really scares me are the impartial reviews that don\u2019t care about the creators or their circumstances. But I realized that scrolling through forums and social media won\u2019t get me there, so I stopped actively seeking out feedback about 10 years ago.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"hawaii-s-vastness-was-the-key-to-like-a-dragon-pirate-yakuza-in-hawaii\"><strong>Hawaii\u2019s vastness was the \u201ckey\u201d to Like a Dragon: Pirate Yakuza in Hawaii<\/strong>&nbsp;<\/h2>\n\n\n\n<p><strong>\u2500Let&#8217;s move on to Pirate Yakuza in Hawaii. Is there any know-how from Infinite Wealth that you\u2019re making use of in the upcoming game?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>One of our biggest struggles in making Pirate Yakuza in Hawaii is how spacious Hawaii is. The streets are wide, which doesn&#8217;t mesh well with an action game. Infinite Wealth was an RPG, so it was easier to frame things. After all, with RPGs, you have a lot of characters on-screen at the same time. Your party\u2019s there, there\u2019s a bunch of enemies, you have different jobs, and the effects are flashy. This allows you to make use of the large space and make good compositions for the battles. But in Pirate Yakuza in Hawaii, Majima is the lone protagonist, and he faces only a few enemies at a time, so depicting action scenes in these spacious streets makes things look empty.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1125\" height=\"602\" sizes=\"auto, (max-width: 1125px) 100vw, 1125px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-002.jpg\" alt=\"\" class=\"wp-image-41919\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-002.jpg 1125w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-002-380x203.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-002-768x411.jpg 768w\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Like a Dragon: Pirate Yakuza in Hawaii | Naval Combat Reveal Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/P4nQLCCQnq8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>Honestly, it looked pretty empty at the beginning.\u00a0<\/p>\n\n\n\n<p><strong>\u2500There aren\u2019t many objects on the streets of Hawaii in Infinite Wealth either now that I think of it.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>In Kamurocho and similar locations, the scenes hold up well because the streets are narrow and there\u2019s plenty of depth. But in Hawaii, everything\u2019s so wide, which makes it difficult to set up action battle scenes. (To chief producer Sakamoto) How\u2019s that coming along? Did you find a solution?\u00a0<\/p>\n\n\n\n<p><strong>Sakamoto: <\/strong>&nbsp;<br>We\u2019ve thought up various solutions, such as adding a new style, expanding the range of attacks and adjusting how they\u2019re shown to the player. We\u2019ve put a lot of effort into making scenes look \u201cdenser.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1123\" height=\"632\" sizes=\"auto, (max-width: 1123px) 100vw, 1123px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-003.jpg\" alt=\"\" class=\"wp-image-41920\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-003.jpg 1123w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-003-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2500Has the size of the map remained unchanged?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>Yes, we basically haven\u2019t touched it.\u00a0<\/p>\n\n\n\n<p><strong>\u2500So, without adapting the map itself, you <\/strong><strong>came up with ways to make th<\/strong><strong>e battles even more entertaining<\/strong><strong>.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Horii:<\/strong>\u00a0<br>Also, since Hawaii is so spacious, we tried to lean towards the type of action that takes advantage of the extra space. For example, some of Majima\u2019s combos are designed to make him travel a significant distance as he attacks. So, even with simple controls like repeatedly pressing a button, you get to freely zoom across the field in all directions, which would not have been possible on the narrow streets of Japan. We\u2019ve introduced many other such features that take advantage of the Hawaii map, so in a sense, I think we might have ended up making battles that feel even more exhilarating than the ones from previous games.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1126\" height=\"630\" sizes=\"auto, (max-width: 1126px) 100vw, 1126px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-004.jpg\" alt=\"\" class=\"wp-image-41921\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-004.jpg 1126w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-004-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-004-768x430.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>We made big changes to the Sway* distance too.\u00a0<\/p>\n\n\n\n<p><strong>Horii:<\/strong>\u00a0<br>Yeah, we\u2019ve extended Sway distance considerably. Kiryu was designed to fight in narrow spaces like the streets of Like a Dragon Gaiden\u2019s Sotenbori, so we hope players will be able to feel and enjoy the difference.\u00a0<\/p>\n\n\n\n<p><em>*Narrowly dodging an attack by quickly moving back, forward, left or right before it lands. Allows you to flank or get behind your opponent and gain the upper hand.\u00a0<\/em><\/p>\n\n\n\n<p><strong>\u2500So, Pirate Yakuza in Hawaii will bring a different playing experience compared to past titles.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Horii:<\/strong>\u00a0<br>That\u2019s right. The Hawaii setting is also what made it possible to introduce jumping, since the paths aren\u2019t narrow like in Japan, and the buildings have high ceilings.\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>Yeah, it\u2019s not multi-level either. The Hawaii map is mostly flat, which makes it easier to control your landing.\u00a0<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"like-a-dragon-pirates-in-hawaii-unintentionally-has-more-content\"><strong>Like a Dragon: Pirates in Hawaii unintentionally has more content&nbsp;<\/strong>&nbsp;<\/h2>\n\n\n\n<p><strong>\u2500Many players thought that Like a Dragon Gaiden had just the right volume of content, and Yokoyama-san has previously expressed similar views (it takes around 50 to 70 hours to complete mainline entries, whereas Gaiden takes 10-20 hours). On the other hand, you\u2019ve mentioned that Pirate Yakuza in Hawaii will have more volume than Gaiden, but is there a reason behind the increase?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>It\u2019s more like the volume \u201cended up\u201d increasing due to the story. The volume of a game is determined by the length of the main storyline, and when we created the main story for Pirate Yakuza in Hawaii, it ended up being 1.3 times longer than that of Gaiden\u2019s.\u00a0<\/p>\n\n\n\n<p>If you try hard enough, you can expand a game\u2019s volume as much as you want. For example, you can add errand-type substories in which the player needs to set up flags to progress, and the more prerequisites you put in, the more you can extend playing time. However, Pirate Yakuza in Hawaii came out longer than Gaiden without us doing such things. The map is huge, there\u2019s a bunch of places to visit, and there are still features we haven\u2019t announced yet. The volume increased by itself. I think the difference in price is the best indicator, as it costs 10 dollars more than Gaiden. (Like a Dragon: Pirate Yakuza in Hawaii is $59.99 USD, while Like a Dragon: Gaiden is $49.99 USD)&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1128\" height=\"631\" sizes=\"auto, (max-width: 1128px) 100vw, 1128px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-005.jpg\" alt=\"\" class=\"wp-image-41922\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-005.jpg 1128w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-005-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-005-768x430.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2500Oh I see, you\u2019re reflecting the difference in volume with your pricing.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>We\u2019re straightforward like that (laughs).\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:\u00a0<\/strong>\u00a0<br>If you look at the price, you can get a good idea as to the trouble we went through to make it (laughs).\u00a0<\/p>\n\n\n\n<p><strong>Everyone:<\/strong>\u00a0<br>(laughs)\u00a0<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"we-re-just-being-our-normal-selves\"><strong>We\u2019re just being our normal selves<\/strong>&nbsp;<\/h2>\n\n\n\n<p><strong>\u2500In a past interview with us, Horii-san said that the Like a Dragon series is going to continue being about \u201cordinary middle-aged guys doing ordinary middle-aged-guy-things,\u201d which really gained attention from overseas fans.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Horii:<\/strong>\u00a0<br>Since Pirate Yakuza in Hawaii is dubbed as a game to commemorate Goro Majima\u2019s 60<sup>th<\/sup> birthday, all of the main cast are pretty old. A typical RPG is usually centered around young protagonists in their twenties or so, but this isn\u2019t the case in our games. I believe this is one distinct characteristic that gives us individuality.\u00a0<\/p>\n\n\n\n<p>You won\u2019t hear young people saying things like \u201cI recently got gout\u201d to each other, and you definitely won\u2019t hear anyone talk about getting gout in a fantasy world of swords and magic. But in reality, we humans are constantly faced with the risk of gout. That\u2019s why hearing characters talk about getting gout gives an instant dose of realism. Most games do not have the kind of worldbuilding or atmosphere that would allow its characters to talk about gout, but the Yakuza games are among the few that can pull it off without any resistance. I think that\u2019s the biggest reason why our games are called relatable and one of our biggest strengths. That\u2019s why we consider it very important to incorporate our everyday conversations and true-to-life \u201cordinariness\u201d in our games.&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>\u2500Yokoyama-san, you told us before that you read the kind of generic news and sports news that average people your age read, rather than industry news. Is this your way of keeping yourself informed about what&#8217;s &#8220;ordinary?\u201d<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>That\u2019s just me living a normal life (laughs). I read sports news because I like to.\u00a0<\/p>\n\n\n\n<p><strong>\u2500So, it\u2019s not like you\u2019re making a conscious effort to be relatable?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>Not at all (laughs). Just living how I want to. For example, I can be a bit self-indulgent, and I don\u2019t like to study. If I project these traits onto a character, Adachi is born. It\u2019s all normal for me.\u00a0<\/p>\n\n\n\n<p><strong>\u2500I assumed that, as famous game creators at a major company who earn a lot and get media exposure, you\u2019d have more of a celebrity-like mindset.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>No way, not in the slightest! (laughs)\u00a0<\/p>\n\n\n\n<p><strong>Everyone:<\/strong>&nbsp;<br>(laughs)&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>I\u2019m speaking only for myself now, but I&#8217;m super ordinary. I mean, I keep track of which days to do my shopping to get the most discount points.\u00a0<\/p>\n\n\n\n<p><strong>Horii:<\/strong>&nbsp;<br>I think that not putting on airs is an important part of coming across as real and relatable. Instead of holding a brainstorming session to come up with \u201crealistic topics,\u201d it\u2019s a lot more effective to just use the topics we usually talk about in real life as they are. The results are far more realistic.&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>I mean, what do we usually talk about? Our apartment loans, interest rates \u2013 it&#8217;s all things like that.\u00a0<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>About stocks and the like (laughs).\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>&nbsp;<br>What I\u2019m saying is, we\u2019re just small-scale salarymen. We\u2019re not entrepreneurs. But that\u2019s the way we like it. Our series and our company have grown somewhat, and we\u2019ve become a little bit famous in the video game industry, but in the eyes of the world as a whole \u2013 we&#8217;re nobodies. If we were in the world of Like a Dragon, we\u2019d be nothing more than passers-by on the street.&nbsp;<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>The scale of our problems is small, and the things we want and the things we lose are small too. We\u2019re just living plain old lives (laughs).\u00a0<\/p>\n\n\n\n<p><strong>Horii:<\/strong>\u00a0<br>My life\u2019s dilemmas boil down to whether I should stop adding clams to my miso soup (laughs).\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>&nbsp;<br>Our games reflect us in a true-to-life way, so if you ever see high-society-type characters start to pop up, you can assume that our standard of living has changed.&nbsp;<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>Yeah, you\u2019ll be able to tell, like, \u201cWait, Like a Dragon\u2019s characters feel kind of different?\u201d (laughs)\u00a0<\/p>\n\n\n\n<p><strong>Horii:<\/strong>&nbsp;<br>\u201cThe series has gone off track!\u201d (laughs)&nbsp;<\/p>\n\n\n\n<p><strong>Everyone:\u00a0<\/strong>\u00a0<br>(laughs)\u00a0<\/p>\n\n\n\n<p><strong>\u2500Well that\u2019s true, you can\u2019t exactly learn how to be \u201cordinary.\u201d<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>I know players like it more when you say you put in research and effort to make a game, but in the end, we\u2019re all about output. What we put out is everything.\u00a0<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>Our priority is to be entertaining.\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>That\u2019s why we don\u2019t put in more effort than necessary. Also, people are stingy creatures, so once they go through the bother of doing research, they don\u2019t want to let go of any piece of knowledge or experience they\u2019ve gained. The mindset becomes, \u201cNow that I know this, I have to put it to use somewhere!\u201d\u00a0<\/p>\n\n\n\n<p><strong>\u2500So, for Yokoyama-san, not insisting on \u201ceffort\u201d has actually become your strength.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>Yes, after all, if you didn\u2019t put too much hard work into something, you\u2019ll find it a lot easier to say \u201cHmm, okay, let\u2019s not do that after all\u201d or \u201cSorry guys, I was wrong.\u201d (laughs)\u00a0<\/p>\n\n\n\n<p><strong>Horii:<\/strong>\u00a0<br>I think that it comes down to the fact that we recognize where our \u201cturf\u201d is and choose to fight there. We don\u2019t go out of our way to take on themes that we know nothing about or aren\u2019t really interested in. We fight using topics we\u2019ve subconsciously absorbed knowledge about, and this makes victory easier. It also makes the final product something that\u2019s true to us. Rather than pushing ourselves to research what we don\u2019t know much about, we try to put to use the things we learn about naturally through our everyday lives.\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>The same goes for our clothes. We\u2019re always just wearing what we usually would, even when doing interviews like today. People often comment about how RGG Studio\u2019s always wearing black or has stylists, but aside from special events like RGG Summits, we don\u2019t do anything out of the ordinary.\u00a0<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>Yeah, we just wear what we feel like wearing at the time.\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:\u00a0<\/strong>\u00a0<br>Everyone wears their own favorite brands. By the way, I\u2019m dressed head-to-toe in Columbia Sportswear today. It\u2019s good. Does the job.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1127\" height=\"659\" sizes=\"auto, (max-width: 1127px) 100vw, 1127px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-006.jpg\" alt=\"\" class=\"wp-image-41923\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-006.jpg 1127w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-006-380x222.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-006-768x449.jpg 768w\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"we-make-changes-based-on-our-own-judgement\"><strong>We make changes based on our own judgement<\/strong>&nbsp;<\/h2>\n\n\n\n<p><strong>\u2500While \u2018game creator\u2019 is gaining increasing recognition as a profession, Yokoyama-san seems to be going against the current. How conscious are you of trends in the game industry?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama: <\/strong>&nbsp;<br>I\u2019m not even sure what about me is against the current, so I&#8217;d say I\u2019m not conscious of any trends at all (laughs). I don\u2019t really talk to fellow game creators about video games, and I seldom participate in dinner parties and the like. I\u2019d much rather talk to the grannies and grandpas in the resident association of my apartment building. By the way, I was the president of the resident association for two years.&nbsp;<\/p>\n\n\n\n<p><strong>Everyone:<\/strong>\u00a0<br>(laughs)\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>We did some large-scale renovations in my apartment building. As I was the president of the renovation committee, I got to meet and interact with people from various trades daily. For example, there was this scaffolding worker who really liked the Like a Dragon series. After about half a year of working at our building, he realized who I was, and went \u201cExcuse me, would you take a picture with me?\u201d and I was like \u201cHow\u2019d you find out?\u201d\u00a0<\/p>\n\n\n\n<p>So, while thinking, \u201cDamn, my personal information\u2019s all over the place,\u201d I shared a few meals with him, and he told me all about his love for Like a Dragon and the role it plays in his daily life. I do things like this quite often.&nbsp;<\/p>\n\n\n\n<p>This is also how I came to realize that our marketing wasn\u2019t reaching every layer we wanted it to. That\u2019s the reason why our marketing is kind of weird. In order to reach all kinds of people, we go for types of promotion that normal game creators probably wouldn\u2019t. But that\u2019s the result of real-life experiences like the one I just mentioned, so I consider it very important.&nbsp;<\/p>\n\n\n\n<p><strong>\u2500Indeed, <\/strong><strong>you go your own way <\/strong><strong>both<\/strong><strong> with<\/strong><strong> your products and your PR<\/strong><strong>.<\/strong><strong><\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>We don\u2019t keep doing the same thing over and over. We keep making updates \u2013 when something\u2019s not working out, we change course.\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>We don\u2019t get too hung up on our concept. It\u2019s kind of like what I said about effort earlier \u2013 people tend to not want to change their concept once it\u2019s decided. Game planners often say that \u201cthe concept is the most important part of a project.\u201d All three of us used to be planners ourselves, and we were taught by our seniors that the concept is crucial and must not be compromised. However, I\u2019ve seen a bunch of games out there that tried too hard to preserve their concept and didn\u2019t do well. That\u2019s why we\u2019re trying to do things flexibly, without adhering to beliefs or concepts too much.\u00a0<\/p>\n\n\n\n<p><strong>\u2500I guess that changing your concept can feel like you\u2019re backpedaling. Perhaps there\u2019s some shame attached to it.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>You think so? I think that if your goal is to look cool in front of others, you\u2019re better off buying a new pair of sneakers. I mean, if we felt any kind of shame about backpedaling, we wouldn\u2019t be making spin-off games in the first place. Because then the question would be \u201cWhy didn\u2019t you just do everything you wanted to do in the mainline game?\u201d\u00a0<\/p>\n\n\n\n<p><strong>\u2500(Laughs) By the way, what was the overseas response to the new trailer like? Given that the Like a Dragon series is more global now than ever.<\/strong>\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:\u00a0<\/strong>\u00a0<br>The trailer\u2019s views have broken all past records. I can really feel the response, both from the numbers and from the comments. It\u2019s the most explosive reception out of everything we\u2019ve released in the past few years.\u00a0<\/p>\n\n\n\n<p><strong>\u2500Has it contributed to a boost in sales of past titles?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Sakamoto:<\/strong>\u00a0<br>It has, especially with past titles being discounted now.\u00a0<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>The Like a Dragon: Yakuza series is out on Prime Video now, and there\u2019s a considerable number of games from the past 20 years, so the \u201centrance\u201d to the series has become quite large. We kept this in mind for our recent RGG Summit 2024, aiming not only to present our upcoming game, but to also increase RGG Studio\u2019s public presence. I\u2019m sure there\u2019s a bunch of people out there wearing T-shirts of the series without knowing the original, but I consider any entrance to the IP to be good. I hope people will be attracted to the overall atmosphere and world of Like a Dragon.\u00a0<\/p>\n\n\n\n<p><strong>\u2500Lastly, is there a title you\u2019d recommend playing before getting started on Like a Dragon: Pirate Yakuza in Hawaii?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>Compared to past titles, Pirate Yakuza in Hawaii is very accessible even without prior knowledge of the series, but if I had to pick one, I\u2019d say Infinite Wealth.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1126\" height=\"632\" sizes=\"auto, (max-width: 1126px) 100vw, 1126px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-007.jpg\" alt=\"\" class=\"wp-image-41924\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-007.jpg 1126w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-007-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/12\/20241223-41914-007-768x431.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2500So, rather than past titles that feature Majima a lot, you\u2019d recommend the more recent Infinite Wealth?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Yokoyama:<\/strong>\u00a0<br>Pirate Yakuza in Hawaii won\u2019t really feature many characters from past games. What\u2019s more, Majima doesn\u2019t even have any memories. As such, knowing the story of Infinite Wealth is the only thing that can change how you\u2019ll feel about the new story. And this doesn\u2019t mean that it will deepen your understanding \u2013 it will affect how you feel about it. I encourage players to pick up Infinite Wealth by all means. You can even buy it on sale&#8230;although I\u2019d like you to buy it even if it\u2019s not on sale (laughs). Whichever it may be, please try it out!\u00a0<\/p>\n\n\n\n<p><strong>\u2500Thank you for your time!<\/strong>&nbsp;<\/p>\n\n\n\n<p>Like a Dragon: Pirate Yakuza in Hawaii is scheduled to release on February 21, 2025 for the PC (Steam), PS4\/PS5 and Xbox One\/Xbox Series X|S.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with RGG Studio&#8217;s top devs about user feedback, not putting on airs, and the upcoming Like a Dragon: Pirate Yakuza in Hawaii.<\/p>\n","protected":false},"author":1,"featured_media":41916,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[10],"tags":[],"class_list":["post-41914","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-interviews"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Interview: Like a Dragon: Pirate Yakuza in Hawaii\u2019s developers maintain the mindset of \u201cplain ol\u2019 guys,\u201d and that\u2019s what makes the series so genuine\u00a0 - 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