──Compared to the previous title, how much has the map in Dragon's Dogma 2 been expanded? How many more towns can we expect?
Itsuno:
We always say that the map in Dragon's Dogma 2 is four times the size of the previous one, but we haven't measured it exactly, and the development team believes it to be much larger. The number of towns has increased dramatically too. There are two large countries, with various settlements within them. However, rather than the size of the map, we placed a much stronger emphasis on its density. We've gone through numerous adjustments of the map, making sure to eliminate tedious time spent moving through the field.
Hirabayashi:
We think of Dragon's Dogma 2 as an "experience-driven" game, as opposed to a story-driven game. The field is not simply vast with no purpose, but is designed to provide enjoyable experiences with each minute as you traverse it. We are confident in the volume (of the map) in terms of its density, rather than size.
──What was your policy in terms of the map's density?
Itsuno:
This was another concept from the original game that we decided to "power up" in the sequel. We have packed Dragon's Dogma 2 full of features that we were unable to include in the previous game, and we have put to use a lot of the knowledge we've cultivated in the meantime. For example, in open-world games, players often want a long-distance means of transportation such as horses. However, I think the reason why users want horses is not so much because they want to experience horse riding, but because they feel bored on the road if they're not riding. Therefore, our goal was to prepare a path so enjoyable that players would not feel the need for a horse. We have built in a lot of "fun" into the map so that players will not get bored along the way, and our development policy was to make it so that it would actually be a shame to ride a horse (laughs).
Hirabayashi:
We want to give the players a worthwhile and fun experience for the time they're investing in the game. However, we also don't intend to impose anything on them, as we believe that players have various ways of interacting with the game. Thus, while being mindful of balance, we have prepared a fast-travel system that uses Ferrystones.
Itsuno:
They cannot be used on a whim, but if you have money and wish to, you can choose to buy them. During the first run, the Ferrystones are super rare, but as you come by more money, you can start using them quite freely.
──What made you decide to stick to the "restricted fast-travel system" as opposed to an unrestricted one?
Hirabayashi:
I think that in games that employ fast travel without restrictions, the emphasis is on the content in between travelling, but in Dragon's Dogma 2, the emphasis is also on the experience of travel itself. For example, nighttime is very dangerous due to limited visibility, and the fear of the night gives distances a meaning. If you are going to spend the night traveling to a distant destination, you need to make sure to bring enough oil for your lanterns before you leave your base. You need to think about whether you should bring camping gear and make necessary preparations. Our goal was to create a rhythm of tension and relaxation.
Itsuno:
Daring to travel on foot makes it possible to experience new developments or discover alternate routes you hadn't noticed before. Another way to travel between locations is to use ox carts, but there is a risk of being attacked. For example, in the middle of the night, your ox cart is destroyed by an enemy attack, your Pawns are killed, and you are all alone, running away from the Undead. Then, you happen to see the smoke from a camp in the distance and the faint light of lanterns – you feel the fear and tension dissipate and a true sense of relief come over you. I think such experiences are the joy of this game, and just the act of travelling can create drama.
You can feel a sense of adventure, and I think that each user will be able to experience something different even on the same road. I think these are the kinds of experiences people will want to tell others about, which is perfect in this day and age of social media. I welcome people to make their streaming debuts and share their adventures with others (laughs).
Hirabayashi:
Pawns can also be lent and borrowed via the server, so you can even watch a live streamer travel with your own Pawn.
Itsuno:
It would be fun to see my Pawns being used by a famous streamer. The Pawn system itself has been around for some time, but I think it can be used in more modern ways now too.