{"id":70498,"date":"2026-08-06T23:00:00","date_gmt":"2026-08-06T14:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=70498"},"modified":"2026-08-06T22:40:50","modified_gmt":"2026-08-06T13:40:50","slug":"dead-by-daylight-devs-advise-the-obakeidoro-team-should-developers-trust-data-or-user-sentiment-why-is-the-japanese-player-base-so-unique","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/dead-by-daylight-devs-advise-the-obakeidoro-team-should-developers-trust-data-or-user-sentiment-why-is-the-japanese-player-base-so-unique\/","title":{"rendered":"Dead by Daylight devs advise the Obakeidoro team: Should developers trust data or user sentiment? Why is the Japanese player base so unique?"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Earlier this month, AUTOMATON hosted a roundtable discussion between the developers of Behaviour Interactive\u2019s <strong>Dead by Daylight<\/strong> and Freestyle\u2019s <strong>Obakeidoro<\/strong>. In the first part of the interview, the teams discussed the origins of their asymmetrical multiplayer games, the meaning of winning and losing, and the design philosophy behind creating memorable player experiences.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In the second part, the conversation shifts toward the practical side of game development. The developers discuss UI and UX design, how Dead by Daylight uses player data and community feedback to guide development, the unique balancing challenges presented by the Japanese player base, and why protecting a game\u2019s core identity is just as important as adding new features. Be sure to also check out Part 1 of our interview, where the developers discuss the origins of their asymmetrical games and the design philosophy behind them.<\/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\/20260806-70498-001.jpg\" alt=\"\" class=\"wp-image-70500\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-001.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-001-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-001-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<h2 id=\"the-philosophy-behind-dead-by-daylight-s-ui-design\" class=\"wp-block-heading\"><strong>The philosophy behind Dead by Daylight&#8217;s UI design<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka (Freestyle, Tanaka):<\/strong><br>When we decided to bring Obakeidoro to consoles, one of the things we struggled with was designing the game&#8217;s UI. At the time, Dead by Daylight became a major point of reference for us because of how intuitive it felt.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The flow was very natural. The game asks simple questions like &#8220;Who are you playing with today?&#8221; and smoothly guides players through selecting their character, choosing where to play, and entering a match. We were especially impressed by how few button presses it took to reach gameplay, and we used that as a reference while designing Obakeidoro.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I&#8217;d like to ask what kind of philosophy guided that approach? Did you intentionally aim to make the UI that easy to get into?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave (Behaviour Interactive, Dave):<\/strong><br>It&#8217;s a fun question, because I&#8217;d say we&#8217;re still far from the ideal we&#8217;re aiming for. Making the UI even more straightforward and easier to use is something that&#8217;s really important to us, and something we&#8217;re actively reworking right now. One of the goalposts is getting you where you want to go with as few clicks as possible.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There&#8217;s a lot of thought that goes into making that process as fast as possible by cutting the fluff, making sure we only load what&#8217;s important at the right time, instead of loading everything at once, and making sure players can find whatever they need as easily as possible.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">And just quickly, like everything we do in Dead by Daylight, or really any game, it goes through an iterative process and a lot of testing. We start with ideas on whiteboards and paper, making sure we have a good idea of where we&#8217;re going with all of the menus and UI. Then we build prototypes, test them with real players, and keep iterating until we reach the final product.<\/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\/20260806-70498-002.jpg\" alt=\"\" class=\"wp-image-70501\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-002.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-002-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-002-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-002-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9 (Behaviour Interactive, Jos\u00e9):<\/strong><br>I&#8217;d just add one thing, although it&#8217;s probably more about UX than UI. One thing we always look at is the time between the moment you decide you want to play and the moment you&#8217;re actually in a match. We literally time how long it takes between those two moments, and we know that we&#8217;re closer to the bottom of the list than the top in terms of this speed to play. That is a mix of different things, from how many elements are loaded on the loading screen at first \u2013 and there are a lot \u2013 to the time of matchmaking. This is also because, for now, we don&#8217;t do matchmaking against bots.&nbsp;<br><br>It&#8217;s a mix of different things, but we know the time between the moment you decide to play and the moment of actually getting into a match is too long. For our 10th anniversary, we announced a lot of new things, like new graphics, modding, etc. But that aspect of the game, which is, again, the time it takes to get into a game, is also something that we\u2019re going to improve \u2013 it\u2019s going to be definitely much, much quicker.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">One last thing I would add is that, from the UX perspective, we have very recently added a feature called Play While You Wait. What that means is, and I&#8217;m sure you guys are facing this challenge as well, that sometimes the balance between the number of killers and the number of survivors in the queue is not good. You don\u2019t always get the proportion of you need. Sometimes you have more killers than you would like, sometimes you have more survivors. And sometimes it depends on the day.<\/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\/20260806-70498-003.jpg\" alt=\"\" class=\"wp-image-70502\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-003.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-003-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-003-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">In our case, since survivors tend to be the more social role, we usually have too many survivors in the evening, and too many killers during the day. So, we added the Play While You Wait feature. For example, if you want to play the killer role, but there are too many of them, you can play as a survivor while you stay in the queue as a killer. Once you are done with your match, you keep your place in the queue.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This means you are going to play much faster, even though you have waited to play as the killer potentially even longer. But instead of constantly waiting and waiting, you\u2019re going to never stop playing. I think that type of feature is very important for the players.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka:<\/strong><br>That&#8217;s fantastic. I really like the idea of letting players keep playing while they wait.<\/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\/20260806-70498-004.jpg\" alt=\"\" class=\"wp-image-70503\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-004.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-004-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-004-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-004-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2013What&#8217;s the most important thing to check at your side in terms of KPI?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave:<\/strong><br>They put Jos\u00e9 and myself in a jar and make us fight. (Laughs) I&#8217;ll let Jos\u00e9 answer that one.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>It&#8217;s a mix of things. Of course, &nbsp;thanks to Dead by Daylight&#8217;s popularity, we&#8217;re fortunate enough to have a big team. We have many people on the analytics team and many people on the community team. The great thing about it is that we have a lot of sources of data points to make decisions. Data analytics is one of them. You mentioned a few very good examples, like the queue time, the disconnect rates, or the fact that, in the meta, the same Perks are being used all the time while some characters are not being used at all.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Community sentiment is also an important one, because sometimes user perception can be negative, even though the data looks positive. That happens quite often, and we have a lot of reports on that side as 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\/20260806-70498-005.jpg\" alt=\"\" class=\"wp-image-70504\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-005.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-005-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-005-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-005-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Another thing I would add, and this is a huge challenge for us especially when it comes to the Japanese player base, is that we want both roles to always have fun.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It&#8217;s not just about one specific metric, but usually, the metric which both the players and designers look at often is the killers\u2019 kill rate. While Dead by Daylight doesn\u2019t have a very \u201cbinary definition of winning,\u201d a 60% kill rate is usually seen as pretty good. We\u2019d consider that aa pretty balanced type of killer. Interestingly, our worldwide average is also 60%. So, if you just compare our data with the worldwide average, we are in pretty good shape just based on that one metric. Though, of course, this not enough. But in Japan specifically, that kill rate, instead of being 60%, is closer to 50%.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So, it\u2019s around 10% lower, and that&#8217;s one of the only countries in the world in that situation. What we also know from a community sentiment standpoint is that Japanese players who play killers are frustrated. It&#8217;s frustrating to feel not as powerful as you want to be as a killer.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">One of the reasons for this is because the survivors playing with friends is even more a thing in Japan. And because the survivors are extremely well-organized tactically, this puts killers in a very difficult situation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We are very much aware of this challenge. It\u2019s not easy to fix because it would be difficult to make changes only to one server, or one country, but that&#8217;s something that we will be looking at. That\u2019s an example of something we know is not working as good as we want it to be, especially in such an important country for us, like Japan.<\/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\/20260806-70498-006.jpg\" alt=\"\" class=\"wp-image-70505\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-006.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-006-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-006-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-006-1536x863.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka:<\/strong><br>We&#8217;re actually dealing with the same issue on the ghost side. It&#8217;s a difficult problem for us as well, so we&#8217;re also looking at different approaches, such as trying new game modes to improve player satisfaction.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>Yeah, I think adding new game modes which offer a different type of experience and balance, definitely helps. We\u2019ve also announced a few modes we want to add during our anniversary, but there is always a risk that comes with adding modes, and we are very conscious of that. Specifically, adding game modes should not be a replacement for the improvements and work that needs to be done on the core experience. Focusing all your resources on creating new modes instead of trying to improve the core experience is a big risk, and that&#8217;s something we are always trying to balance and improve.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For example, if we say, \u201cwe don&#8217;t know how to fix the killer balance issue in Japan, so let&#8217;s do 2v8, and 5v5, and 1v1, and zombie mode and all that,\u201d that means that the core experience will essentially suffer forever. So we are always trying to find that balance, though it&#8217;s very difficult. Especially if you are a small studio, you have to pick your battles, and it&#8217;s certainly not easy. However, we feel that, ultimately, what made your players love your game is usually the core experience, so you should try to never lose the essence of what your game is about.<\/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\/20260806-70498-007.jpg\" alt=\"\" class=\"wp-image-70506\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-007.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-007-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-007-768x433.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-007-1536x866.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2013Some users want one thing, and some users would prefer something else, but how do you decide on what features to put in the game?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave:<\/strong><br>They usually put Jos\u00e9 and me in a room and have us fight each other. (Laughs) Just kidding.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tanaka:<\/strong><br>We&#8217;re the same. It usually turns into a mud fight. (Laughs)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave:<\/strong><br>It&#8217;s actually a bit of the same answer as before. Developing an asymmetrical game is always like walking a tightrope, especially when you have different roles and so many different types of characters. On top of the analytics Jos\u00e9 talked about earlier, there&#8217;s player perception, which we pay a lot of attention to. Perception is incredibly important, even when it doesn&#8217;t necessarily match the data. And then there&#8217;s our own intuition. There&#8217;s a gut feeling about where we want to take the game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So we&#8217;re always trying to balance those three things. Having a large team helps because we have people who specialize in each area. We debate, discuss, iterate, and gradually work toward a decision. Very often there isn&#8217;t a single, optimized answer that will satisfy everyone. At the end of the day, it&#8217;s a matter of making choices.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We work as a team, so it&#8217;s very rare that anyone has to exercise a veto. It&#8217;s teamwork, and it&#8217;s a bit of a democracy as well. These debates, they usually end up towards a choice, even though it&#8217;s not everybody that&#8217;s called in. At some point, it&#8217;s production, and we need to take that choice. So we debate until we decide that it&#8217;s the best choice to take, even though it&#8217;s not 100% of the team backing that specific idea. Right, Jos\u00e9?<\/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\/20260806-70498-008.jpg\" alt=\"\" class=\"wp-image-70507\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-008.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-008-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-008-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-008-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>What I think is a great thing for us, is the fact that Dave has a very clear creative direction. It gives everyone the chance to align together. But for example, one question which always comes up is how competitive this game should be.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We know that a lot of our content creators have thousands of hours in the game, and at some point, when you have so many hours in the game, you need to find a challenge. Progression is only going to bring you so far, and usually, that challenge turns into pure mastery, or competitiveness. We know that those people, for example, always ask us to work more on the competitive aspects of the game, have Perk balancing, add custom game features for tournaments, and other things like that. And the thing is, we don&#8217;t want to ignore those requests. What like to say is that we are more of an e-show than an e-sport, because, first and foremost, it needs to be fun to watch. That&#8217;s also why we are very streamable.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">But we don&#8217;t want to be an e-sport, because we know that we will fail. I think Dave\u2019s creative vision is very clear on that.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We have the debates because we have the big content creators, and we have the community who has spent thousands of hours saying, \u201cWe want more of this.\u201d However, we always have to strike a balance, and the creative direction also helps us to not go too off-track and end up building an essentially different game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>One last thing I&#8217;d add is that we&#8217;re fortunate enough to have more than 400 people working on Dead by Daylight. When we build our roadmap, we don&#8217;t want to ignore any particular type of player. Instead, we try to understand who each feature is for.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Is it aimed more at competitive players? Is it meant to help new players get into the game? Or is it something for more social players? We actually tag features that way as we build our roadmap, so we always understand which audience each feature is intended to benefit.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2013Managing a team that large must be incredibly difficult.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>It&#8217;s really hard. We have middle management, it&#8217;s a lot of people, a lot of directors. Again, we have very different crafts being represented, but it is not easy. And trust me, I think it&#8217;s true for every single team \u2013 but especially the big ones \u2013 we could be more efficient, we could be better at many things for sure. It&#8217;s always a challenge. However, we are very happy to be able to afford having that many people working on such a game. It&#8217;s a privilege, so we are not complaining at all.<\/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\/20260806-70498-009.jpg\" alt=\"\" class=\"wp-image-70508\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-009.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-009-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-009-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-009-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2013As veterans of the asymmetrical multiplayer genre, do you have any advice for the Obakeidoro team?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>It&#8217;s a difficult question to answer.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dave:<\/strong><br>Continue building a game you yourself believe in, and players will show up. If you&#8217;re making something that you feel is fun, especially in a space like this, where there&#8217;s a lot of discovery to do, because there are so few games that do it, through the experimentation, discovery, and sticking to your art, you&#8217;ll be able to solve a lot of the issues, especially with a community which you can listen to.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The crucial thing here is to have a very clear idea of why you started this project, what were the most important things in your head, and always make sure that this is respected, even when you doubt your past self.<\/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\/20260806-70498-010.jpg\" alt=\"\" class=\"wp-image-70509\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-010.jpg 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-010-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-010-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260806-70498-010-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jos\u00e9:<\/strong><br>I think the superpower of Dead by Daylight for me, is the fact that, compared to some other asymmetrical games, it is not stuck in one genre of horror. It can represent every sub-genre. And, the diversity of fantasy that you can bring is very important for the diversity of the game. When I think about Obakeidoro, I think about the asymmetrical genre meeting the party game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I feel like your superpower is the ability to bring a lot of diversity into the party game mechanics within that asymmetrical genre. For example, when I think about Among Us, or WarioWare, the party game in which you have 200 mini-games, I&#8217;m thinking about a variety of fun and different mechanics.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I think Obbakeidoro has the potential to have all of those fun, different mechanics, and explore them as more of a party game. I don&#8217;t know if it\u2019s the right comparison, but I feel Dead by Daylight has the ability to never get stale because it keeps exploring new genres and new fantasy within its horror. So I believe you can also do the same when it comes to party game mechanics.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2013Thank you so much for today! \u00a0<\/strong><\/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). <a href=\"https:\/\/freestyle-games.jp\/obakeidoro2\" target=\"_blank\" rel=\"noreferrer noopener\">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 2 of AUTOMATON WEST\u2019s roundtable interview with the developers of Obakeidoro and Dead by Daylight.<\/p>\n","protected":false},"author":1,"featured_media":70538,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","autoblue_enabled":true,"autoblue_custom_message":"","autoblue_shares":[{"did":"did:plc:uzrrhkfyjrfdsynj2voztcf2","date":"2026-08-06T14:00:08+00:00","uri":"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3msg7b5x2ir27","response":"{\"uri\":\"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3msg7b5x2ir27\",\"cid\":\"bafyreiawme3etrtadlscffdvsfvzoh5lszzzufn7eidcmjrsim6lfzkxfy\",\"commit\":{\"cid\":\"bafyreidyzfsgyzxuv2s56feszzhv4wtnvgmkt3igsg7gumsonkqriaegc4\",\"rev\":\"3msg7b5x6fr27\"},\"validationStatus\":\"valid\"}"}],"autoblue_post_url":"","autoblue_publish_document":false,"footnotes":""},"categories":[3],"tags":[],"class_list":["post-70498","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.0 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Dead by Daylight devs advise the Obakeidoro team: Should developers trust data or user sentiment? Why is the Japanese player base so unique? - AUTOMATON WEST<\/title>\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\/dead-by-daylight-devs-advise-the-obakeidoro-team-should-developers-trust-data-or-user-sentiment-why-is-the-japanese-player-base-so-unique\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Dead by Daylight devs advise the Obakeidoro team: Should developers trust data or user sentiment? 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