You can read the full interview here, but I'm going to highlight the important part:
The previousXenoworks were heavy on cutscenes. How do you balance a dramatic story with gameplay and what have you learned over the years?
"Keeping balance between those elements is the most important task we must work at. As you know, the heavy volume of story has been a core factor ofXenoworks. But now we realized that too heavily orienting toward visuals and stories would ruin the fundamental reason for the existence of games."
Even as a guy who plays games for the plots and character development, gameplay is what ultimately distinguishes a jrpg from a graphic novel. Although it brings to mind the question: What companies/developers are good at 'balancing the elements'? Most genres focus on one or the other...there doesn't seem to be much variety. Why is it so rare that we get a game with good gameplay AND a good story?
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