Due to having split [the development mindset] according to regions around the world, we werent able to see this clearly up until now, but fans of JRPGs are really spread around the world, emphasizes Matsuda. Through the means of various networks, the latest information that is announced in Japan is instantaneously being spread across fans throughout the world. Whether its North America, Europe, or South America. There really isnt much of a gap [in the relay of information].
With that in mind, and all of the collective fans, theres a sense of mass, which loses the image of a niche market, continues Matsuda. For the new games well be developing from this point on, while this may sound a bit extreme, weve been talking about making them as heavy JRPGs. I believe that way, we can better focus on our target, which will also bring better results.
If you focus too much on the global aspect, you might lose sight of who youre actually making the game for, explains Matsuda. For example, if you look back at 2013, weve had some home console games made for a global audience that struggled.
The development team for Hitman: Absolution really struggled in this regard. They implemented a vast amount of elements for the mass instead of for the core fans, as a way to try getting as many new players possible. It was a strategy to gain mass appeal. However, what makes the Hitman series good is its appeal to core gamers, and many fans felt the lack of focus in that regard, which ended up making it struggle in sales.
So, as for the AAA titles were currently developing for series, we basically want to go back to their roots and focus on the core audience, while working hard on content that can have fans say things like this is the Hitman, we know. I believe that is the best way for our development studios to display their strengths.