{"id":70454,"date":"2026-08-04T23:00:00","date_gmt":"2026-08-04T14:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=70454"},"modified":"2026-08-04T22:54:11","modified_gmt":"2026-08-04T13:54:11","slug":"dead-by-daylight-is-like-an-older-brother-to-obakeidoro-devs-discuss-asymmetrical-multiplayer-their-senior-junior-relationship-and-why-winning-is-not-everything","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/dead-by-daylight-is-like-an-older-brother-to-obakeidoro-devs-discuss-asymmetrical-multiplayer-their-senior-junior-relationship-and-why-winning-is-not-everything\/","title":{"rendered":"\u201cDead by Daylight is like an older brother to Obakeidoro.\u201d Devs discuss asymmetrical multiplayer, their senior-junior relationship, and why winning is not everything"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Dead by Daylight<\/strong> recently celebrated its 10th anniversary, marking ten years since Behaviour Interactive\u2019s asymmetrical multiplayer horror game was first released. In Japan, one of the games inspired by Dead by Daylight\u2019s unique gameplay structure is Freestyle\u2019s <strong>Obakeidoro<\/strong>, known internationally as <strong>Bail or Jail.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Dead by Dayligh<em>t<\/em> is an asymmetrical multiplayer horror game in which one Killer faces four Survivors. The Survivors must repair generators scattered throughout the map by completing skill checks, open the exit gates, and escape. Meanwhile, the Killer tracks the Survivors and attempts to prevent their escape.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Obakeidoro, on the other hand, is a game of tag inspired by \u201cKeidoro\u201d (a Japanese children\u2019s game of cops and robbers), featuring one ghost and three human players. Its sequel, Obakeidoro 2, expands the format to eight-player matches with six humans and two ghosts. During each three-minute match, the humans win if at least one of them manages to avoid capture, while the ghosts win by catching every human player.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Recently, AUTOMATON had the opportunity to host a roundtable discussion between the developers of Dead by Daylight and Obakeidoro. From Behaviour Interactive, Dead by Daylight executive producer Jos\u00e9 Ramos and senior creative director Dave Richard joined the discussion. From Freestyle, producer and director Tanaka, creative director Miyanami, and planner Nakayama also took part.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This is part one of a two-part interview, in which the two development teams discuss how Dead by Daylight influencedObakeidoroand explore the design philosophy behind asymmetrical multiplayer games. Be sure to also check out the second part of the interview, which touches on UI\/UX design, working with the community, and the teams\u2019 broader development philosophies.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"902\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-001.jpg\" alt=\"\" class=\"wp-image-70459\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-001.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-001-768x433.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-001-1536x866.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><strong><strong>\u2014<\/strong><\/strong>Could you please introduce yourselves?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka (Freestyle, Tanaka):<\/strong><br>First of all, congratulations on the 10th anniversary of Dead by Daylight. I&#8217;ve been playing Dead by Daylight a lot myself, including before coming here today, so I&#8217;m very happy to have this opportunity. Thank you very much.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyanami (Freestyle, Miyanami):<\/strong><br>I\u2019m Miyanami from Freestyle. First of all, congratulations on the 10th anniversary of Dead by Daylight. It&#8217;s a title that I personally enjoy playing very much, and while developing Obakeidoro, there were many moments where we looked to Dead by Daylight for inspiration.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">One of my favorite Dead by Daylight characters is Feng Min, who wears a bunny hoodie. I think the design is really cute. I&#8217;m looking forward to speaking with you today.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Nakayama (Freestyle, Nakayama):<\/strong><br>My name is Yumiko Nakayama, and I usually handle design and planning for Obakeidoro. Congratulations on Dead by Daylight&#8217;s 10th anniversary. I&#8217;ve been playing the game as a fan since the early days. My favorite character is The Nurse.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I&#8217;m not sure if it&#8217;s because of my own skill, but I&#8217;m not very good at playing her. Even so, I really like how distinctive and smooth her movement feels. When I manage to chain her ability several times in a row, it feels really satisfying.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Although Obakeidoro isn&#8217;t exactly the same kind of game, there were characters and gameplay experiences that inspired us during development. I&#8217;m very happy to have the chance to speak with you today.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"899\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-002.jpg\" alt=\"\" class=\"wp-image-70513\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-002.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-002-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-002-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-002-1536x863.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><strong><strong>\u2014<\/strong><\/strong>What was your first impression when you first saw Obakeidoro? Did you feel that it had been influenced by Dead by Daylight?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave Richard (Behaviour Interactive, Dave):<\/strong><br>I thought it looked really cute. It has a very appealing visual style, and I could definitely see where some of the inspiration from <em>Dead by Daylight<\/em> came from. For me, it warms my heart. If the things we&#8217;re making inspire other developers, that&#8217;s a wonderful thing to see.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9 Ramos (Behaviour Interactive, Jos\u00e9):<\/strong><br>I definitely got both the Dead by Daylight and Identity V vibes. Of course, we also know that Identity V was inspired by Dead by Daylight. For us, it&#8217;s always an honor to see games inspired by Dead by Daylight. I also really liked the narrative layer in Obakeidoro, especially the text and the dialogue between the characters. I felt that those interactions, that human side of the characters, were portrayed really well.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"900\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-003.jpg\" alt=\"\" class=\"wp-image-70461\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-003.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-003-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-003-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><strong><strong>\u2014<\/strong><\/strong>What was your first impression of Dead by Daylight when you played it?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka:<\/strong><br>I&#8217;ve loved <em>Dead by Daylight<\/em> for almost 10 years. To us, it is like an older brother, and I feel it has been an older-brother figure for <em>Obakeidoro<\/em> as well.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave:<\/strong><br>That&#8217;s a great way to put it. I love that.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>I think this is true for essentially every game ever made, but we always feel like we are standing on the shoulders of giants. There were a few asymmetrical games that came out around the same time as Dead by Daylight, and even a little before it. We were fortunate, and part of that was simply luck, to become the most successful one, but we are always standing on the shoulders of other games and learning from other games.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The fact that you wanted to have this conversation is amazing to us, because what you are trying to do is also to gather information and learn. That is what we always try to do on our side as well. Even though Dead by Daylight has had the chance to be the most successful, there were always other games that inspired us.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"899\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-004.jpg\" alt=\"\" class=\"wp-image-70514\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-004.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-004-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-004-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-004-1536x863.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka:<\/strong><br>What especially impressed me was playing as a survivor. I felt that my character&#8217;s growth and my own growth as a player were closely connected, and that everything I learned carried over into the next match. I thought that was wonderful, and I felt there were no other games quite like it. That&#8217;s something we, as a team, really respect, and something I wanted to share with you today.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>We appreciate that comment. We know that Dead by Daylight, and I think this is true for many PvP games, is not an easy game to get into. The learning curve is not always easy.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That is why, especially as a survivor, being able to learn with friends is important. Dead by Daylight is also widely streamed on Twitch and similar platforms, so learning from content creators can also be very helpful. You grow with your characters, but also with help from other people in the community. That helps because the game is not always easy to master.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"900\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-005.jpg\" alt=\"\" class=\"wp-image-70462\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-005.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-005-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-005-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-005-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><strong><strong>\u2014<\/strong><\/strong>What originally led the Dead by Daylight team to pursue an asymmetrical multiplayer structure during the early development period?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave:<\/strong><br>It was something we wanted to play, and that game did not exist.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We really wanted to recreate the fantasy of being hunted as the survivor and hunting as the killer. The only way to make that feel right was to make it asymmetrical. On top of that, there was the design challenge. It is difficult, and that is why there are not a lot of games like this. So, we really wanted to take on that challenge.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><strong><strong>\u2014<\/strong><\/strong>Why did Obakeidoro become an asymmetrical game?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka:<\/strong><br>The reason Obakeidoro became asymmetrical goes back to when we first developed it as an action game for an event. At the time, our concept was to make the most exciting game possible for that event. But if it was a 2v2 game, players could enjoy either side, but losing would also feel equally as frustrating. That was the only balance we could achieve at the time, so we changed the way we approached it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We thought that if one player was stronger, then the stronger player would feel happy when they won and would want to play again. On the other hand, the players who lost would start thinking about how they could work together better, and would want to try again. That is how we came up with the concept. In a way, Obakeidoro became asymmetrical because of our own lack of ability.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"902\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-006.jpg\" alt=\"\" class=\"wp-image-70463\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-006.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-006-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-006-768x433.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-006-1536x866.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave:<\/strong><br>That is interesting. Conversely, if the three-player side wins and the solo player loses, it is equally important to consider whether both sides can still have fun. Obviously, everybody wants to win, and it is all about balance. As soon as you make a game 4v1, or any kind of asymmetrical structure, the power balance is what makes it fun. Our strategy has been to not focus only on winning and losing. We are still working on teaching players to have fun during the match, not only at the end of the match, because that is where they spend most of their time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>One of the good things about Dead by Daylight, despite it being a PvP game with competitive elements, is that even the definition of winning is a little open to interpretation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">What does it mean to win as a killer? Does it mean killing everyone? Does it mean killing three out of four survivors? If you hook a lot of players but do not kill many of them, did you have a good performance? Similarly, as a survivor, even if you do not escape, if you helped your teammates a lot, was that still a good performance?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We feel we could do a better job of showing players that they had a great performance, even if they did not escape, or even if they did not kill many players. But I think the fact that Dead by Daylight does not have a very binary definition of winning and losing makes for more interesting experiences.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"900\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-007.jpg\" alt=\"\" class=\"wp-image-70464\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-007.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-007-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-007-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-007-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><strong><strong><strong><strong>\u2014<\/strong><\/strong><\/strong><\/strong>The idea that winning and losing can have many different meanings seems especially important in Dead by Daylight.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dead by Daylight Japan PR representative (Behaviour Interactive):<\/strong><br>That&#8217;s something Jos\u00e9 and Dave often talk about. In Dead by Daylight, there are many ways to win, and many ways to interpret losing. As a survivor, you might sacrifice yourself to help your teammates. As a killer, even if the survivors escape and you lose the match, you might still get the Memento Mori you were aiming for, or pull off an attack exactly the way you wanted.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There are many ways to enjoy the game from both the killer&#8217;s and the survivor&#8217;s perspectives. As someone working behind the scenes, I find it really interesting that players can create their own definitions of success and take the experience that far.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><strong><strong>\u2014<\/strong><\/strong>Dead by Dayligh<em>t<\/em> occasionally offers its limited-time 2v8 mode. What ideas and design principles guided its development?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka:<\/strong><br>I was curious about this as well. This relates to what we were talking about earlier, that the game isn&#8217;t only about winning or losing. When there are more players, such as in 2v8, the feeling of playing against each other changes.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We have also made modes like 2v6. Compared to 1v3 or 1v4, when the number of players increases, each individual player\u2019s responsibility becomes a little smaller. In terms of the experience, the sense of accomplishment you get from chasing someone also changes.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It&#8217;s something we&#8217;ve struggled with from a design perspective. I would like to ask how you approached this issue when working on 2v8.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave:<\/strong><br>Yes, there were issues.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"900\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-008.jpg\" alt=\"\" class=\"wp-image-70515\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-008.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-008-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-008-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-008-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>It was quite difficult to implement 2v8 mode. From the player\u2019s point of view, there was a lot of demand for a 2v8 mode. We knew the game might be broken, but we decided to do something about it. Even if it was not perfect, we put it in and gradually adjusted it from there.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Dead by Daylight is a service game, so it is something you make with the players. We put in the mode that players wanted, and then gradually adjusted it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I would add two things. The first is that we wanted to embrace the chaos a little. We also wanted to simplify the rules. All the Perks and specific elements that you attach to characters were removed from this mode, and we focused instead on categories, or classes, of characters.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">By simplifying the rules, we made the mode more casual and embraced the fact that it would be a fun, chaotic experience where players would not have to learn the meta.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The second thing was making sure we could manage the balance of the match so that it would not feel too oppressive. We adapted the size of the map and the number of generators. Because the map is bigger, and because there are more generators distributed across it, survivors have enough room to roam around, and that created new strategies.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I think those two aspects, simplifying the rules and extending the size of the map, helped quite a bit with the success of the mode.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"900\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-009.jpg\" alt=\"\" class=\"wp-image-70466\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-009.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-009-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-009-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-009-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>Obakeidoro 2 is also larger in scale, right? As you mentioned earlier, it allows up to six humans and two ghosts to play together. In that sense, I think its structure is somewhat similar to 2v8. And by the way, congratulations on the release of Obakeidoro 2.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dead by Daylight Japan PR representative:<\/strong><br>Dead by Daylight has a history of around 10 years, so there are many veterans and very skilled players. At the same time, that creates a lot of hurdles for beginners.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There are many Perks, so it is difficult for new players to master all of them, or even remember them in the first place. But in 2v8 mode, things are much simpler, so players can jump into Dead by Daylight without needing to learn everything first. The mode lets players enjoy different layers of chaos.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka:<\/strong><br>I felt like it was much easier to jump in. I was always worried I&#8217;d end up being a burden to the other players. So, the 2v8 mode made the hurdle feel lower for online play. It has a festival-like atmosphere, which I really enjoyed.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dead by Daylight Japan PR representative:<\/strong><br>I think that is exactly what the Dead by Daylight development team intended. One of the strengths of 2v8 is that players can jump in without feeling intimidated.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>I&#8217;m glad to hear that you enjoyed it exactly as we intended!<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><strong><strong>\u2014<\/strong><\/strong>Thank you very much.<\/strong> (Continued in Part 2.)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/deadbydaylight.com\/\" target=\"_blank\" rel=\"noreferrer noopener\">Dead by Daylight<\/a> is currently available for PC (Steam, Epic Games Store, and Microsoft Store), Nintendo Switch, PS5, PS4, Xbox Series X|S, and Xbox One. The game is also available through the PlayStation Plus Game Catalog and Xbox Game Pass (PC, Console, and Cloud).<em> <\/em><a href=\"https:\/\/freestyle-games.jp\/obakeidoro2\">Obakeidoro 2<\/a> is currently available for Nintendo Switch 2. It is also scheduled to release for Nintendo Switch on August 6.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Part 1 of AUTOMATON WEST\u2019s roundtable interview with the developers of Obakeidoro and Dead by Daylight.<\/p>\n","protected":false},"author":1,"featured_media":70537,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","autoblue_enabled":true,"autoblue_custom_message":"","autoblue_shares":[],"autoblue_post_url":"","autoblue_publish_document":false,"footnotes":""},"categories":[10],"tags":[],"class_list":["post-70454","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 v28.0 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>\u201cDead by Daylight is like an older brother to Obakeidoro.\u201d Devs discuss asymmetrical multiplayer, their senior-junior relationship, and why winning is not everything - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Part 1 of AUTOMATON WEST\u2019s roundtable interview with the developers of Obakeidoro and Dead by Daylight.\" \/>\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\/interviews\/dead-by-daylight-is-like-an-older-brother-to-obakeidoro-devs-discuss-asymmetrical-multiplayer-their-senior-junior-relationship-and-why-winning-is-not-everything\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"\u201cDead by Daylight is like an older brother to Obakeidoro.\u201d Devs discuss asymmetrical multiplayer, their senior-junior relationship, and why winning is not everything - AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"Part 1 of AUTOMATON WEST\u2019s roundtable interview with the developers of Obakeidoro and Dead by Daylight.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/interviews\/dead-by-daylight-is-like-an-older-brother-to-obakeidoro-devs-discuss-asymmetrical-multiplayer-their-senior-junior-relationship-and-why-winning-is-not-everything\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2026-08-04T14:00:00+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260804-70454-header-1.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1600\" \/>\n\t<meta property=\"og:image:height\" content=\"900\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"AUTOMATON WEST\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:site\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"AUTOMATON WEST\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"12 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"\u201cDead by Daylight is like an older brother to Obakeidoro.\u201d Devs discuss asymmetrical multiplayer, their senior-junior relationship, and why winning is not everything - 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