{"id":62557,"date":"2026-03-10T23:00:00","date_gmt":"2026-03-10T14:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=62557"},"modified":"2026-03-10T17:44:53","modified_gmt":"2026-03-10T08:44:53","slug":"pragmatas-sci-fi-worldbuilding-was-supervised-by-macross-creator-shoji-kawamori-to-balance-out-capcoms-accessibility-focused-approach-to-the-genre-producer-says","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/pragmatas-sci-fi-worldbuilding-was-supervised-by-macross-creator-shoji-kawamori-to-balance-out-capcoms-accessibility-focused-approach-to-the-genre-producer-says\/","title":{"rendered":"Pragmata&#8217;s sci-fi worldbuilding was supervised by Macross creator Shoji Kawamori to balance out Capcom\u2019s \u201caccessibility-focused\u201d approach to the genre, producer says"},"content":{"rendered":"\n<p>Less than a week ago, Capcom announced that its new sci-fi action-adventure game <strong>Pragmata<\/strong> will be releasing one week earlier than originally scheduled, with its Steam, PS5 and Xbox Series X|S versions coming on April 17, 2026 (note that the Nintendo Switch 2 version will launch on the 24th, as originally planned). Set in the near future, the story of Pragmata follows protagonists Hugh and Diana as they shoot and hack their way through a lunar research station. \u00a0<\/p>\n\n\n\n<p>In a recent interview with Korean media outlet <a href=\"https:\/\/www.thisisgame.com\/articles\/415986\" target=\"_blank\" rel=\"noreferrer noopener\">ThisIsGame<\/a>, Pragmata director Yonghee Cho and producer Naoto Oyama discussed the difficulties of creating a story within a science-fiction genre, while also mentioning that the game\u2019s worldbuilding was supervised by none other than Shoji Kawamori, the original creator of the Macross sci-fi mecha franchise.<\/p>\n\n\n\n<p>According to Cho, sci-fi stories are rather difficult to create, and as the genre requires a lot of prior knowledge, it\u2019s usually only the people who truly understand it that manage to pull it off. On top of that, going too deep into the \u201cscience\u201d aspect might come across as unapproachable for some players, which is why the devs at Capcom went for a more straightforward approach to the story. \u201cIf we made the sci-fi elements too complex, it might have made the audience lose interest,\u201d Cho explained. \u201cWe only used them as a means to set the mood, while keeping the core framework of the story focused on Hugh and Diana. It isn\u2019t anything close to hard science fiction, but since I love the genre, I worked hard to capture that atmosphere\u201d (note that this is based on machine translation, so&nbsp;exact nuances should be taken with a grain of salt).<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"960\" height=\"540\" sizes=\"auto, (max-width: 960px) 100vw, 960px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/03\/20260310-625570001.jpg\" alt=\"Pragmata android. \" class=\"wp-image-62560\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/03\/20260310-625570001.jpg 960w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/03\/20260310-625570001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/03\/20260310-625570001-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>\u201cWe also had to consider where to draw the line when it comes to sci-fi elements. If we fill the new IP with strange stuff nobody has ever seen before, it might end up coming off as just alienating,\u201d Oyama said. But while Capcom opted to approach sci-fi in a way that could be universally enjoyed, he explains that, thanks to Macross creator and sci-fi veteran Shoji Kawamori, there are elements that may leave some players surprised. \u201cWe went for a more accessible direction, but at the same time, we had the science-fiction worldbuilding reviewed by Shoji Kawamori, so I\u2019m sure there will be many scenes that would make players go: <em>Wait, they really put that in as well?<\/em>\u201d<\/p>\n\n\n\n<p>\u201cWe generally avoided adding narrative beats that would be difficult to understand without prior knowledge of the lore into the main story. However, you\u2019ll still be able to get a good taste of sci-fi through the files and holograms,\u201d Cho added.<\/p>\n\n\n\n<p>Apparently, during the development process, Cho watched and played a number of sci-fi works as reference, though he admits that it was (surprisingly) rather difficult to find stories that took place in the near future. And while there wasn\u2019t any specific work that influenced Pragmata, the director cites Oblivion (2013) with Tom Cruise and the manga Battle Angel Alita by Yukito Kishiro as some of his favorites in the genre.<\/p>\n\n\n\n<p><a href=\"https:\/\/www.capcom-games.com\/pragmata\/en-us\/\" target=\"_blank\" rel=\"noreferrer noopener\">Pragmata<\/a>&nbsp;is set to launch on April 17, 2026 for PC (<a href=\"https:\/\/store.steampowered.com\/app\/3357650\/PRAGMATA\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>), PS5, and Xbox Series X\u2758S, with a Nintendo Switch 2 version launching on April 24. A demo is currently available on Steam.<\/p>\n\n\n\n<p><strong>Related articles:<\/strong><\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/news\/pragmata-devs-struggled-with-conveying-dianas-android-like-vibes-in-a-global-cultural-context-screwing-her-head-off-like-arale-chan-wouldve-been-difficult-to-achieve-says-d\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Pragmata devs struggled with conveying Diana\u2019s \u201candroid-like\u201d vibes in a global cultural context. Screwing her head off like Arale-chan \u201cwould\u2019ve been difficult to achieve,\u201d says director<\/strong><\/a><\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/news\/capcom-gave-pragmata-an-early-steam-demo-to-make-sure-the-full-release-runs-smoothly-across-a-wide-range-of-pcs-we-ask-the-developers-about-their-optimization-efforts\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Capcom gave Pragmata an early Steam demo to make sure the full release runs smoothly across a wide range of PCs. We ask the developers about their optimization efforts\u00a0<\/strong><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Pragmata director Yonghee Cho and producer Naoto Oyama reveal their process behind making a science-fiction story.<\/p>\n","protected":false},"author":79,"featured_media":62559,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[17],"class_list":["post-62557","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Pragmata&#039;s sci-fi worldbuilding was supervised by Macross creator Shoji Kawamori to balance out Capcom\u2019s \u201caccessibility-focused\u201d approach to the genre, producer says - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Pragmata director Yonghee Cho and producer Naoto Oyama reveal their process behind making a science-fiction story.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/pragmatas-sci-fi-worldbuilding-was-supervised-by-macross-creator-shoji-kawamori-to-balance-out-capcoms-accessibility-focused-approach-to-the-genre-producer-says\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Pragmata&#039;s sci-fi worldbuilding was supervised by Macross creator Shoji Kawamori to balance out Capcom\u2019s \u201caccessibility-focused\u201d approach to the genre, producer says - 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