Director Okada interview (Translated)
Welcoming Nintendo and Cygames' iOS/Android ARPG [Dragalia Lost]'s 1 year anniversary on 27th September.
Q: Ever since taking over as director in July, is there any new content that you can tell us about?
Okada: Our direction remains the same, which is to create an action RPG that is easy to play, with smooth controls and good character development. However, there are still some parts of the game that we feel that is not as comfortable to play as it should be, and we also feel that the amount of content in the game is not enough yet, so as the new director I would like to work on these areas of the game.
Q: It has been a year since the start of DL, what was the event that left the biggest impression on you? Can you tell us how the event was conceived and how they were received?
Okada: It's the FEH event in April. We developed it not only for players of DL, but also for fans of the FE series, and it was very well received. Oh, and also the summoning changes. The changes drew many opinions from our playerbase. While we were thinking of the best way for summoning to work for this game, we decided to change the way how wyrmprints are acquired. Such a change is quite unprecedented in other titles, but we've received good responses so we're glad that we made such a drastic change.
Q: FEH was the first collaboration event right? It was held quite some time after the launch of DL, why such a timing in particular?
Okada: Regarding taking a long time before the first collaboration, we felt that we should prioritise on world building right after the game's launch. An event like FEH brings in a different feel to the game for sure, but in order for the event to mesh well and be interesting, we felt that we had to first have a solid foundation for our game, with proper world building and content.
Q: The main story is up to chapter 10 right now, what is your favourite scene so far?
Okada: It's the scene where the protagonist's sister Zethia becomes the enemy in Chapter 5. The illustrations were done well, and is the first critical plot point of the story.
Q: I was certainly surprised by that scene! The new kingdom was founded in chapter 6, so that scene was certainly the turning point in the story. So what were the chapters and scenes that received the most feedback?
Okada: The chapters that reveal the siblings of the Alberian Kingdom always garner the most responses. Since the siblings are important characters in the story, we have to make sure that the personalities, settings and designs were done well, and I'm always worried about the reaction whenever we reveal them, but each of them has been received well so far.
Amongst the siblings, it was a little surprising that Emil garnered so much attention. (laughs) Even though he has a troublesome personality, perhaps the reason that he is liked so much is that somehow you just can't hate him. As for what will happen to him in the future, I'm sure everyone is excited so please look forward to future developments!
On the other hand, Leonidas and Valyx were designed with the image of dependable elder brothers in mind, and they were also well received.
Q: Since he has been so popular, there seems to be a request from the playberbase to make him a playable character, but are you planning to implement it in the future?
Okada: As you know from the events that happen in chapter 10, the relationship between the siblings have changed dramatically. Right now they are important characters in the main story, but we will think of ways to surprise the playerbase in the future.
Q: It seems like chapter 10 is the climax of the story, but how far is the development of the main story going right now?
Okada: To the public it might seem like the story is showing signs that it's ending, but on the development side of things the story is nowhere near completion. It will be a story that betrays your expectations in a good way, so please look forward to it!
Q: How soon will we get main story chapters from now on?
Okada: We released chapter 10 in September, but Chapter 11 will take us some time and will be released around December. After that, we plan to release a chapter every 2 months, and we think that we should be able to release chapters more regularly than we do now.
We will also be releasing a story that supplements the next chapter when it releases. While the story will not be fully voiced, there is a likelihood that the narration will foreshadow an important development in the main story in the future, so please look forward to it.
Regarding the main story, we will gradually be releasing stronger enemies. And not just the story, we will also be making combat more satisfying to play, so please look forward to it.
Q: Next question regarding characters, since this is a game that focuses heavily on the action element, it seems that it would be difficult to create characters. What is the creation process for the characters like?
Okada: We design new characters and dragons with the balance between the currently released characters in mind. We want to avoid creating unbalanced characters, so we are careful to create characters that can be enjoyed alongside already released dragons and wyrmprints.
Q: Is there a certain order with the illustrations and the character setting in the creation process?
Okada: It depends on the character, design and the story of the event.
Q: Then what about the Gala versions?
Okada: Regarding the gala versions, they are different versions of the characters that appear in the main story, so the process of making these characters are different. We focus on creating a story that explains how the character gets stronger during the transformation into their gala versions.
In the 1st year anniversary, the gala version of the prince will be appearing. The details as to how he has gotten his new appearance is covered in the latest chapter, so I hope you can play it.
Q: Who is your favourite character?
Okada: My number 1 is Agni. Even though there are quite a few noble dragons, there are a lot of finer details in the design with Agni... and I think that's cool. Oh and the design team really likes Cleo and Maritimus.
Q: By the way, which weapon type do you use the most?
Okada: I don't really have a preference, I play both melee and ranged type weapons. I've also cleared all the HDTs with every weapon class, but I'm sure I would lose to the clear speeds of the playerbase. (laughs)
Q: Please give us some details and highlights regarding the anniversary.
Okada: Coinciding with the Gala, players will get a free ten-fold summon daily. I think this is a great time for new players and returning players to start as they get a boost.
Q: It has certainly become easier to play over this past year. What does the game currently have to appeal to potential players?
Okada: There wasn't much content or characters when the game first launched, and the amount of content in the game was actually a big issue. However, now that we've reached our first year, the number of characters, dragons and wyrmprints have increased dramatically, and the amount of content like HDTs have also increased substantially.
We will also gradually add more systems of convenience like the automatic function, speed function and the items to immediately finish building facilities so that players can proceed comfortably to more challenging content without much stress. I think this will make the game more satisfying to play. We are also releasing new content while adjusting the current balance, so please come and try out the game if you haven't already!
Q: Are there other highlights?
Okada: There will be time-limited celebration voice lines from the character details screen. We have prepared voice lines for every single character, so use this chance to also listen to characters that you don't usually use. We're also releasing 3 stickers of Sarisse and Mym. They will be added automatically, so please try them out.
Q: The raid battle system has also been updated, making it easier to play.
Okada: Yes. We have been holding multiple raid events for a year, and it was starting to get montonous, so we were thinking of improving it to make it feel different each time.
So we have come up with the "Raid Boost" system, which increases the parameters randomly everytime you participate in a raid. Players can get excited thinking about which parameters will increase everytime they participate in a raid, and they will also be able to challenge raids that they could not complete previously.
In addition, players can also accumulate tokens that provide entry to EX Boss Battles, allowing players to enter EX Boss Battles at any timing they so choose. A new event to be released on September 30th, coinciding with the anniversary, will also include a new difficulty. New players and veterans alike should be able to enjoy the event, so please participate!
Q: I have a question regarding future content. Since multiplayer content is popular in DL, will the proportion of multiplayer content be increasing in the future?
Okada: Regarding the highest difficulty content that we have now, 4 player co-op challenges have received positive feedback, so we would like to continue working on and improving this aspect as the game's main attraction point for our players.
However, it's not easy to schedules amongst 4 players, so we are also thinking of increasing the amount of single player content.
While we are planning to release more multiplayer content like the current HDTs, we would also like to adjust it such that new players can participate easily.
Q: What kind of adjustments specifically?
Okada: The amount of information available for high difficulty content tends to drop over time, and it then becomes harder to clear the content. We are considering introducing ways to provide the strategy to clear high difficulty content after a certain period of time has passed. In order to minimize the stress to our players, we are thinking of improving the guidance offered to players in order to help them to play the game effectively.
Q: There are 8 types of weapons currently, are you planning to increase them in the future?
Okada: If we simply increased the number of weapons, there is a definite concern that the current systems that we have in place would be disrupted, so it is not something that we can do right away. However, it is something that we are considering.
Q: Which characters will be receiving the 6th mana circle unlocks?
Okada: Since it's currently still under development, it's not something that I can go into specifics about. However, it would be the characters in the main story and characters that were released in the early stages of the game that we would like to strengthen, and we are planning on introducing them one by one.
Q: Besides Gala Euden, will you be introducing new characters in the main story and in upcoming events?
Okada: Yes, the number of characters will be increasing.
Posted Sep 28, 2019, 7:17 AM UTC · edited
That explains everything.
Really? They like Cleo? Couldn't tell.
lmao this was my 1st reaction after reading the interview
"well, of COURSE they're in love with Cleo..."