{"id":72777,"date":"2026-09-22T13:41:30","date_gmt":"2026-09-22T04:41:30","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=72777"},"modified":"2026-09-22T13:43:12","modified_gmt":"2026-09-22T04:43:12","slug":"dragons-dogma-2s-major-convenience-updates-were-added-knowing-theyd-draw-divided-reactions-dark-arisen-developers-talk-design-philosophy","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/dragons-dogma-2s-major-convenience-updates-were-added-knowing-theyd-draw-divided-reactions-dark-arisen-developers-talk-design-philosophy\/","title":{"rendered":"Dragon\u2019s Dogma 2\u2019s major convenience updates were added knowing they\u2019d draw divided reactions. Dark Arisen developers talk design philosophy"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">With less than three weeks to go until the release of <strong>Dragon\u2019s Dogma 2<\/strong>\u2019s major expansion,<strong> <\/strong>Dark Arisen<strong>,<\/strong> AUTOMATON sat down with director Kento Kinoshita and producer Naoto Oyama at Tokyo Game Show 2026. The developers told us more about the expansion, the base game&#8217;s recent updates, as well as the newly announced Nintendo Switch 2 edition.<\/p>\n\n\n\n<figure class=\"wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex\">\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"720\" height=\"1080\" sizes=\"auto, (max-width: 720px) 100vw, 720px\" data-id=\"72780\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-454757-001a-1-720x1080.webp\" alt=\"\" class=\"wp-image-72780\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-454757-001a-1-720x1080.webp 720w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-454757-001a-1-253x380.webp 253w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-454757-001a-1-768x1152.webp 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-454757-001a-1-1023x1536.webp 1023w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-454757-001a-1.webp 1066w\" \/><figcaption class=\"wp-element-caption\">Kento Kinoshita<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"720\" height=\"1080\" sizes=\"auto, (max-width: 720px) 100vw, 720px\" data-id=\"72779\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-4547570-001b-720x1080.webp\" alt=\"\" class=\"wp-image-72779\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-4547570-001b-720x1080.webp 720w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-4547570-001b-253x380.webp 253w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-4547570-001b-768x1152.webp 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-4547570-001b-1023x1536.webp 1023w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260713-4547570-001b.webp 1066w\" \/><figcaption class=\"wp-element-caption\">Naoto Oyama<\/figcaption><\/figure>\n<\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Dragon Dogma 2\u2019s June and September updates each brought pretty major overhauls. What kind of feedback did you receive from players? Were there any reactions that particularly pleased you or made you feel that a change had been worthwhile?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kento Kinoshita (hereafter Kinoshita):<\/strong><br>Overall, I think we received a lot of positive feedback. Regarding the Eternal Ferrystone (an infinite-use fast travel item), we received direct feedback from players in Japan and other parts of Asia saying they were happy fast travel had become easier. At the same time, some players in the West said that experiencing friction in the adventure was important for them.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Rather than choosing one side or the other, though, we\u2019ve always operated on the belief that we should give players options. This time too, we were able to stick by this philosophy and give players the choice to play without using the item.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Another change that received very clear praise was increasing the number of assignable skills slots from four to six. That was received very positively. There were also many smaller changes that received more positive feedback than we expected, such as making it possible to initiate high-fives on command. I\u2019m glad we were able to make those changes.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Naoto Oyama (hereafter Oyama):<\/strong><br>To add to what Kinoshita-san said, there is a significant gap in how Dragon\u2019s Dogma 2 is perceived by players in Japan and Asia compared with those in the West. Players in the West tend to place greater importance on a harsh, realistic sense of adventure. They refer to systems that impose challenges on the player as \u201cfriction,\u201d and generally view them positively. They appreciate the game creating difficult situations where, for instance, it\u2019s not possible to fast travel.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Meanwhile, players in Japan and Asia tend to perceive those same elements more as \u201cfrustration\u201d caused by the game, so we received many requests for a more comfortable, convenient, and accessible experience. Of course, I believe there are gamers with both perspectives within each region, so this is more of a generalization. Still, the difference was quite apparent.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">To respond to both sides, our approach has been to add new options without breaking existing mechanics. In the end, we received positive feedback from both sides globally, so I think that was a good outcome.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>That\u2019s right. We\u2019d anticipated that there would be people who felt that way about the fast-travel-related update, and indeed, those opinions did come up. However, when you\u2019re traveling between the same destinations repeatedly, there are routes where you eventually feel that there\u2019s nothing new left to experience. In those cases, I think the Eternal Ferrystone can make the game more enjoyable by allowing players to skip that repetition.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"901\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-001.webp\" alt=\"\" class=\"wp-image-72783\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-001.webp 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-001-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-001-767x432.webp 767w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-001-1536x865.webp 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I understand that you\u2019ve taken an approach that expands the range of choices available to players. However, with choices expanding, that means player\u2019s experiences of the game increasingly differ too. For example, there could be a gap between the \u201csense of accomplishment\u201d the developers envision and the experience players actually walk away with. How do you reconcile those two things?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Oyama:<\/strong><br>Ultimately, our thinking is that the stable sense of satisfaction that comes from reaching the \u201cgoal\u201d doesn\u2019t change very much. What we\u2019re doing is providing choices in the process of getting there. One example we often use within the team is mountain climbing. Some people might take a ropeway partway up and then make their way to the summit, while others might slowly walk all the way from the foot of the mountain. Everyone has their own way of climbing, but the feeling of reaching the summit is something that everyone can enjoy in the same way. That\u2019s how we think about it, at least.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014What does that approach look like in practice?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Oyama:<\/strong><br>Take travel, for example. If you use an item such as the Eternal Ferrystone, you can fast-travel as many times as you like and use it to progress through quests. On the other hand, you can also simply walk along the road on foot. There are also ox-drawn carts in the game. Riding one and closing your eyes can give you an experience similar to fast travel.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In addition, in response to requests for intermediate points when traveling between settlements, we added options such as the ability to get off an ox cart partway through the journey. This allows players to make more granular choices, such as \u201cI\u2019ll take the cart this far, then I\u2019ll walk from there.\u201d Our idea is that by giving each player room to fine-tune their experience in these small ways, we can reduce the gap between the experiences players have.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>Also, it\u2019s worth noting that fast-travel items can\u2019t be used to visit places you\u2019ve never been to before. There are some features that allow you to shortcut parts of the journey, but we haven\u2019t compromised on the appeal of adventuring into a place for the first time, the catharsis you get from it, or the experience of winning battles along the way and pushing forward. I think that\u2019s another area where we\u2019ve been able to provide options without taking anything away.<\/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\/09\/20260921-469207-002.webp\" alt=\"\" class=\"wp-image-72784\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-002.webp 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-002-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-002-768x432.webp 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-002-1536x864.webp 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014You\u2019ve been praised for the DLC\u2019s \u201cjust right\u201d timing. Do you position it as an opportunity for new players or those who dropped off partway to start playing now?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Oyama:<\/strong><br>Absolutely. With the Nintendo Switch 2 version launching this time, practically everyone playing it will be a new player. To make sure newcomers can enjoy the game, in addition to all the previous updates, installing the DLC will also add 12 dungeons called the \u201cLost Rites\u201d to the base game. They feature a progression of difficulty, and clearing them one by one can help with progression through the main campaign, provide more experience points, and reward players with somewhat stronger weapons. Since players can make use of those things as they progress, I think the game is in a state where newcomers can fully enjoy it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I imagine many users are interested in how the Nintendo Switch 2 version will perform. What can you tell us about its frame rate and optimization?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Oyama:<\/strong><br>The base frame-rate target for Dragon\u2019s Dogma 2: Dark Arisen is 30fps in both TV mode and handheld mode. On top of that, we\u2019ve added an FSR frame-generation option. By interpolating frames, it allows players to enjoy an experience equivalent to 60fps. However, because frames are being interpolated, there are situations where visual artifacts resembling afterimages may appear on screen. Even so, we believe the overall experience will feel smooth.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In the final product, the feature can be switched on or off, so we hope players will give it a try and see how it feels.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"901\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-003.webp\" alt=\"\" class=\"wp-image-72785\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-003.webp 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-003-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-003-767x432.webp 767w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-003-1536x865.webp 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The new Dark Arisen introduces Relics as a loot element. In the original Dragon\u2019s Dogma: Dark Arisen, Tier 3 skills were tied to rings, whereas in the new game they are randomly attached to weapons. If players want to pursue their ideal weapon, including the ideal skills, it seems like it may be more demanding than in the original. How did you balance the enjoyment of searching for ideal equipment with the burden of waiting for the drop you want?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>With the Relic system, I think players will naturally want to get their hands on unique or high rarity items, given the nature of this game. However, I\u2019m aware players don\u2019t want to be forced to play forever until they can obtain them.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For that reason, we\u2019ve designed an algorithm that makes Relics associated with weapons corresponding to the player\u2019s vocation and their main Pawn\u2019s vocation more likely to appear.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There is also a system in the game that allows players to apply buffs to narrow down the results. For example, you can make it easier to obtain only a Fighter\u2019s sword.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This system, designed with the sensibilities of modern players in mind, allows us to reduce the total amount of time people need to spend while making it easier for them to encounter the things they want. If you make use of the buffs alongside this, I don\u2019t think you\u2019ll end up in a situation where you have to keep fighting the same enemy over and over and grow bored.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014In the gamescom 2026 demo, unidentified Relics had levels assigned to them. Is it possible to obtain high-level Relics even in early-game areas, or do early areas only produce lower-level Relics?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>Basically, the levels are designed around the player\u2019s progression through the game and how deep they are into the map. However, we haven\u2019t placed limitations like \u201conly Level 1 items can appear in this area\u201d. That would make things less interesting, so occasionally an item one level higher can drop too.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There are also situations where you stray from the intended route and unexpectedly make your way into the next area. If you manage to fight your way through the enemies there, you might obtain an item that is a level higher than normal, or an even rarer item.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In other words, we haven\u2019t designed the system to be completely fixed or impose a set progression on the player. The balance is such that if you put in the effort to get good gear, it becomes easier to fight early-game enemies.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"901\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-004.webp\" alt=\"\" class=\"wp-image-72786\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-004.webp 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-004-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-004-767x432.webp 767w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-004-1536x865.webp 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014In a joint media interview at gamescom 2026, you discussed a balance where &#8220;the player&#8217;s base strength is the foundation, and you grow stronger by carefully selecting the Relics that suit you.\u201d It seems that depending on Relic drops, there can be significant differences in combat power. How are you balancing that? For example, is the game difficult enough that players need to carefully farm Relics in order to progress?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>It\u2019s naturally true that better Relics will give you somewhat of an advantage. However, ultimately, we believe that player skill plays a major role. Even if you obtain very good Relics, we\u2019ve been careful to balance the game so that it doesn\u2019t undermine the experience of relying on your own skill in an action game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I think the key to the balance lies in making good use of newly implemented Tier 3s kills and fighting alongside your Pawn. We\u2019ve designed the system so that it doesn\u2019t result in excessive balance-breaking.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Of the new monsters and skills, could you tell us which content you\u2019re particularly looking forward to seeing players react to?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>The new enemies appearing in the new area of Norgan each have their own individual points to keep in mind when figuring out how to defeat them. We designed them so that players can approach each fight with a fresh feeling, analyzing the enemy\u2019s behavior to figure out an effective approach.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Also, The Fallen Dragon, which we focused on in the trailer released alongside TGS 2026, is an important enemy that forms part of the story\u2019s framework. There are also enemies that already have a certain amount of name recognition, such as the Evil Eye that appears at the end. We aren\u2019t specifically designing them to attract attention through social media or livestreams, but we\u2019d certainly be happy if players react to them that way.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Oyama:<\/strong><br>We\u2019ve prepared many enemies with memorable qualities that we hope will surprise and entertain players encountering them for the first time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We also recently updated the character creator and released it for Nintendo Switch 2. We\u2019ve added new hairstyles, tattoos, and other options, so when players post the characters they create there on social media, we find ourselves looking at them and thinking, \u201cI never thought you could make a character like that.\u201d<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I\u2019d like to ask about the story. Is there a connection between the DLC\u2019s story and the base game, or is it a completely separate story?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>They\u2019re separate. The story was conceived around the idea of \u201can untold adventure that took place behind the scenes while The Dragon was being defeated,\u201d so there is no direct connection to the main game\u2019s story.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Did this allow you to more actively introduce new or more elaborate mechanics?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>We were able to prepare experiences that aren\u2019t found in the main game, partly because we chose Norgan, a new land covered in snow. For example, there are gameplay elements that arise depending on the direction of the wind in the area.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Story-wise, we weren\u2019t particularly conscious of creating connections with the main game. Instead, we\u2019ve made it into a standalone story that players can enjoy on its own, centered on what is happening in Norgan.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"901\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-005.webp\" alt=\"\" class=\"wp-image-72787\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-005.webp 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-005-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-005-767x432.webp 767w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/09\/20260921-469207-005-1536x865.webp 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Finally, do you have a message for our readers?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Kinoshita:<\/strong><br>The release is now just three weeks away. We\u2019ve done our best to respond to players who have been saying, \u201cWe want more.\u201d I think we\u2019ll be able to offer a thrilling adventure experience to our core fans. At the same time, for those who are playing it for the first time, the DLC adds even more content on top of the volume of the main Dragon\u2019s Dogma 2, giving the overall game more to play and more depth. We hope you\u2019ll look forward to it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Oyama:<\/strong><br>This time, we\u2019re also releasing a Nintendo Switch 2 version. For those who previously didn\u2019t have a supported platform and therefore couldn\u2019t play the game, as well as those who want to play it on Nintendo Switch 2, we\u2019d really encourage you to give it a try.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As I mentioned earlier, the character creator is available as a free download and lets you enjoy creating your own character. We hope you\u2019ll start by creating a character there, imagining how fun it would be to go on an adventure as that Arisen, and wait just a little longer until release day.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Thank you very much.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/www.dragonsdogma.com\/2\/en-us\/\" target=\"_blank\" rel=\"noreferrer noopener\">Dragon Dogma 2<\/a>\u2019s Dark Arisen expansion is scheduled to release on October 9 across PC (Steam), PS5, and Xbox Series X|S. The game\u2019s new Nintendo Switch 2 version will release on the same day.<\/p>\n\n\n\n<p class=\"has-text-align-right wp-block-paragraph\">[Interviewer, writer: Takayuki Sawahata]<br>[Editor: Hideaki Fujiwara]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Dragon&#8217;s Dogma 2: Dark Arisen devs talk about the importance of &#8220;increasing choices&#8221; amidst polarized demands from players.<\/p>\n","protected":false},"author":1,"featured_media":72782,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","autoblue_enabled":false,"autoblue_custom_message":"","autoblue_shares":[],"autoblue_post_url":"","autoblue_publish_document":false,"footnotes":""},"categories":[64,10],"tags":[],"class_list":["post-72777","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews"],"blocksy_meta":{"styles_descriptor":{"styles":{"desktop":"","tablet":"","mobile":""},"google_fonts":[],"version":8}},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Dragon\u2019s Dogma 2\u2019s major convenience updates were added knowing they\u2019d draw divided reactions. 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