{"id":66239,"date":"2026-05-06T14:27:20","date_gmt":"2026-05-06T05:27:20","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=66239"},"modified":"2026-05-06T14:27:34","modified_gmt":"2026-05-06T05:27:34","slug":"why-cant-japan-make-an-open-world-anime-game-of-ntes-scale-japanese-developers-weigh-in-amid-titles-domestic-success","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/why-cant-japan-make-an-open-world-anime-game-of-ntes-scale-japanese-developers-weigh-in-amid-titles-domestic-success\/","title":{"rendered":"Why can\u2019t Japan make an open-world anime game\u00a0of NTE&#8217;s scale? Japanese developers weigh in amid title\u2019s domestic success"},"content":{"rendered":"\n<p>Developed&nbsp;by Hotta Studio under Perfect World Games, the&nbsp;urban&nbsp;open-world anime RPG&nbsp;<strong>Neverness&nbsp;to&nbsp;Everness<\/strong>&nbsp;(NTE) launched globally on April 29,&nbsp;immediately&nbsp;becoming a hit among Japanese players. Not only does Japan account for the&nbsp;<a href=\"https:\/\/automaton-media.com\/en\/news\/open-world-anime-rpg-neverness-to-everness-hits-14-million-globally-on-day-one-led-by-japan-and-us\/\" target=\"_blank\" rel=\"noreferrer noopener\">biggest share of NTE\u2019s revenue alongside the US<\/a>, but its overtly&nbsp;<a href=\"https:\/\/automaton-media.com\/en\/news\/open-world-rpg-neverness-to-everness-fully-leans-into-initial-d-references-with-familiar-tofu-shop-panda-trueno-and-mountain-drifting\/\" target=\"_blank\" rel=\"noreferrer noopener\">Japanese and otaku-catered&nbsp;content<\/a>&nbsp;has given it much&nbsp;social media&nbsp;virality, with users discovering&nbsp;meticulous&nbsp;recreations of real-life places like Akihabara&nbsp;and Shibuya,&nbsp;and&nbsp;even homages to famous anime&nbsp;landmarks.&nbsp;<\/p>\n\n\n\n<p>Consequently, many&nbsp;Japanese users&nbsp;have expressed surprise that a game&nbsp;so polished and so steeped in anime culture&nbsp;was&nbsp;created&nbsp;by a&nbsp;Chinese studio, while a&nbsp;title&nbsp;of a&nbsp;similarly grand&nbsp;scale has yet to be developed domestically.&nbsp;The discussion was also joined by Japanese game developers, who tackled the question,&nbsp;\u201cWhy can\u2019t Japan make a game like NTE?\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u65e5\u672c\u306e\u30b2\u30fc\u30e0\u696d\u754c\u4eba\u306e\u65b9\u3067NTE\u3092\u904a\u3093\u3067\u3044\u308b\u65b9\u3067\u3042\u308c\u3070\u7406\u89e3\u3067\u304d\u308b\u3068\u601d\u3044\u307e\u3059\u304c\u3001\u3053\u306e\u30b2\u30fc\u30e0\u306e\u4f5c\u308a\u8fbc\u307f\u306f\u5c0b\u5e38\u3067\u3042\u308a\u307e\u305b\u3093\u3002<br>\u30d8\u30c6\u30ed\u30b7\u30c6\u30a3\u306e\u4e00\u756a\u9ad8\u3044\u3068\u3053\u308d\u307e\u3067\u767b\u3063\u3066PC\u7248\u3068iOS\u7248\u3067\u5199\u771f\u3092\u64ae\u3063\u3066\u6bd4\u8f03\u3057\u307e\u3057\u305f\u304c\u3001\u3069\u3061\u3089\u3067\u3082\u30b9\u30c8\u30ec\u30b9\u306a\u304f\u904a\u3079\u308b\u3093\u3067\u3059\u3002<br>\u3053\u308c\u304c\u3069\u308c\u3060\u3051\u6050\u308d\u3057\u3044\u4e8b\u304b\u308f\u304b\u308b\u3068\u601d\u3044\u307e\u3059\u3002 <a href=\"https:\/\/t.co\/Xp7PTXHzpS\">https:\/\/t.co\/Xp7PTXHzpS<\/a> <a href=\"https:\/\/t.co\/ENDC87CBvA\">pic.twitter.com\/ENDC87CBvA<\/a><\/p>&mdash; alwei (@aizen76) <a href=\"https:\/\/twitter.com\/aizen76\/status\/2049791360769937528?ref_src=twsrc%5Etfw\">April 30, 2026<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p>Alwei, representative of Indie-Us Games, a Japanese company specializing in Unreal Engine development, garnered attention in the&nbsp;gaming&nbsp;community&nbsp;with a series of posts discussing the&nbsp;technical&nbsp;strengths of NTE and what makes it, in some ways, unattainable for Japanese game developers.&nbsp;<\/p>\n\n\n\n<p>\u201cAnyone in the Japanese game industry who\u2019s&nbsp;actually played&nbsp;NTE will&nbsp;probably get&nbsp;what I mean, but the level of detail and polish in this game is on another level.&nbsp;I climbed to the highest point in&nbsp;Hethereau&nbsp;and&nbsp;took comparison shots on both the PC and iOS versions, and both ran smoothly without any stress.&nbsp;If you understand what that implies,&nbsp;it\u2019s&nbsp;honestly kind of terrifying.\u201d He goes on to explain that, given that NTE\u2019s urban environment is not&nbsp;a&nbsp;static&nbsp;one,&nbsp;but&nbsp;a&nbsp;constantly changing&nbsp;\u201clive city\u201d where things move in real time, the sheer amount of volume and&nbsp;level of&nbsp;optimization&nbsp;in the game are absurdly high&nbsp;from a developer\u2019s perspective.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image2-8-1080x608-1.jpg\" alt=\"\" class=\"wp-image-66241\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image2-8-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image2-8-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image2-8-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-012-1080x608-1.jpg\" alt=\"\" class=\"wp-image-66242\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-012-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-012-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-012-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>\u201cIf you asked me if we could create something like this in Japan,&nbsp;I\u2019d&nbsp;say&nbsp;it\u2019s&nbsp;impossible.&nbsp;You\u2019d&nbsp;need highly specialized engineers in every field, talented artists, and the ability to manage an overwhelming volume of content, all on a massive scale. Furthermore, with stricter labor and overtime regulations in Japan, we simply&nbsp;don\u2019t&nbsp;have enough time.&nbsp;That\u2019s&nbsp;the challenge of making games here,\u201d&nbsp;Alwei&nbsp;comments.&nbsp;<\/p>\n\n\n\n<p>The comparative shortage of skilled workers in Japan has been a recurring topic in discussions like these&nbsp;(ever since the release of Genshin Impact),&nbsp;especially when it comes to animation, which&nbsp;is a big part of the high visual appeal of Chinese games.&nbsp;Japanese game&nbsp;producer Ukyo notes in a&nbsp;<a href=\"https:\/\/note.com\/ukyousan\/n\/n81c966daa16d\" target=\"_blank\" rel=\"noreferrer noopener\">blog entry responding to the discussion about NTE<\/a>&nbsp;that&nbsp;there is also&nbsp;a \u201cdifference in management decisions\u201d&nbsp;regarding&nbsp;how much&nbsp;domestic&nbsp;companies are willing to invest in&nbsp;aspects of development like&nbsp;animation.&nbsp;<\/p>\n\n\n\n<p>\u201cI was personally&nbsp;astonished when collaborating with a top Chinese studio to discover that, for a single title, as many as 200 people were constantly mobilized just for character-related tasks,&nbsp;including character production, motion design, and animation design. This&nbsp;was&nbsp;not unique to China&nbsp;either,&nbsp;with&nbsp;top titles in South Korea&nbsp;operating&nbsp;on a similar scale.&nbsp;On the other hand, in Japanese game development, I personally believe that budget requests for expanding animation (motion) resources are among the hardest to get approved, and I also get the sense that hiring for these roles is extremely difficult.\u201d&nbsp;<\/p>\n\n\n\n<p>While they caution that these observations are merely a\u00a0reflection of\u00a0their own experience in the industry, Ukyo comments that, \u201cThis overwhelming gap in manpower and difference in corporate financial capacity are\u00a0likely the\u00a0decisive factors driving the current disparity in game development capabilities between Japan and China.\u201d\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-011-1080x608-1.jpg\" alt=\"\" class=\"wp-image-66243\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-011-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-011-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-011-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>Other industry voices echoed similar views, like EA Japan\u2019s&nbsp;GM&nbsp;Sean Noguchi,&nbsp;<a href=\"https:\/\/x.com\/SeptillionGames\/status\/2050161527970484527?s=20\" target=\"_blank\" rel=\"noreferrer noopener\">who recalled<\/a>&nbsp;that a&nbsp;Japanese company recently asked him&nbsp;whether a \u201cJapanese version of GTA\u201d could be made with a budget of 500 million yen (that\u2019s around $3.16 million USD). He said the question made him practically fall out of his chair&nbsp;laughing, as&nbsp;developing a GTA-scale game would require&nbsp;at least&nbsp;20 billion yen. This&nbsp;only goes to&nbsp;highlight&nbsp;how difficult&nbsp;it is for&nbsp;Japanese game companies to&nbsp;commit the kind of budget and development time needed for a&nbsp;truly&nbsp;large-scale project.&nbsp;<\/p>\n\n\n\n<p>While some may wonder why Japan would feel any pressure to compete,&nbsp;especially&nbsp;given its long-standing global prestige in game design and&nbsp;track record&nbsp;of major hits, titles like NTE are clearly reshaping domestic gamers&#8217; expectations, particularly in the live-service genre, putting pressure on developers.&nbsp;As Indie-Us&nbsp;Games\u2019&nbsp;Alwei&nbsp;puts it,&nbsp;\u201cIt\u2019s&nbsp;not that&nbsp;I\u2019m&nbsp;trying to \u2018beat\u2019 them or anything, but I keep finding myself thinking that game development has become increasingly difficult when it comes to meeting expectations.&nbsp;So&nbsp;I often wonder,&nbsp;surely there must be a Japanese way of approaching this?\u201d&nbsp;<\/p>\n\n\n\n<p><strong>Related: <a href=\"https:\/\/automaton-media.com\/en\/news\/if-youve-worked-on-a-chinese-game-youll-know-production-scale-is-on-a-whole-other-level-japanese-devs-discuss-growing-quality-of-chinese-games\/\" target=\"_blank\" rel=\"noreferrer noopener\">\u201cIf you\u2019ve worked on a Chinese game, you\u2019ll know production scale is on a whole other level\u201d Japanese devs discuss growing quality of Chinese games\u00a0<\/a><\/strong><\/p>\n\n\n\n<p><strong><a href=\"https:\/\/automaton-media.com\/en\/news\/playstation-veteran-shuhei-yoshida-says-japanese-studios-are-unlikely-to-replicate-the-production-scale-and-speed-of-chinese-games-like-genshin-or-honkai-star-rail\/\" target=\"_blank\" rel=\"noreferrer noopener\">PlayStation veteran Shuhei Yoshida says Japanese studios are unlikely to replicate the production scale and speed of Chinese games like Genshin or Honkai: Star Rail<\/a><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Japanese game developers discuss the success of Neverness to Everness (NTE) and why a game of the same scale would be hard to pull of in Japan.<\/p>\n","protected":false},"author":55,"featured_media":66240,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[17],"class_list":["post-66239","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","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>Why can\u2019t Japan make an open-world anime game\u00a0of NTE&#039;s scale? 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Japanese developers weigh in amid title\u2019s domestic success - AUTOMATON WEST","og_description":"Japanese game developers discuss the success of Neverness to Everness (NTE) and why a game of the same scale would be hard to pull of in Japan.","og_url":"https:\/\/automaton-media.com\/en\/news\/why-cant-japan-make-an-open-world-anime-game-of-ntes-scale-japanese-developers-weigh-in-amid-titles-domestic-success\/","og_site_name":"AUTOMATON WEST","article_published_time":"2026-05-06T05:27:20+00:00","article_modified_time":"2026-05-06T05:27:34+00:00","og_image":[{"width":1600,"height":900,"url":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/20260426-439833-header.jpg","type":"image\/jpeg"}],"author":"Amber V","twitter_card":"summary_large_image","twitter_creator":"@AUTOMATON_ENG","twitter_site":"@AUTOMATON_ENG","twitter_misc":{"Written by":"Amber V","Est. reading time":"5 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"NewsArticle","@id":"https:\/\/automaton-media.com\/en\/news\/why-cant-japan-make-an-open-world-anime-game-of-ntes-scale-japanese-developers-weigh-in-amid-titles-domestic-success\/#article","isPartOf":{"@id":"https:\/\/automaton-media.com\/en\/news\/why-cant-japan-make-an-open-world-anime-game-of-ntes-scale-japanese-developers-weigh-in-amid-titles-domestic-success\/"},"author":{"name":"Amber V","@id":"https:\/\/automaton-media.com\/en\/#\/schema\/person\/fdc6517a00e35b6917ffdb02e8b574d9"},"headline":"Why can\u2019t Japan make an open-world anime game\u00a0of NTE&#8217;s scale? 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