Yakuza Devs Promote In-Game Fights and Confrontation
In a recent interview with Automaton, the developers behind the Like a Dragon series provided an insightful look into the dynamic atmosphere at Ryu Ga Gotoku Studio. Series director Ryosuke Horii explained how internal conflicts and healthy arguments play a crucial role in enhancing the quality of their games.
Fiery Grit, Grit, and Grit Just Like a Dragon
Ryosuke Horii, the director of the Like a Dragon/Yakuza franchise, emphasized that internal disagreements are not only common but are actively encouraged at Ryu Ga Gotoku Studio. When asked by Automaton about the frequency of disagreements among the developers, Horii clarified that these conflicts are seen as beneficial. "If a designer and a programmer are at odds, it's the planner's responsibility to mediate," he stated, highlighting that such disputes can lead to productive outcomes.
Horii elaborated, "Without arguments or discussions, you're left with a lukewarm final product. That's why we welcome fights." He stressed the importance of ensuring these conflicts lead to positive results, saying, "Fighting is pointless if it doesn't end in a fruitful conclusion. It's the planner's role to guide everyone towards a constructive resolution. It's all about fostering healthy and productive debates."
Horii also noted that the studio's teams embrace conflict, striving for the best possible outcome. "We evaluate ideas based on their merit, not on who proposed them," he mentioned. The studio is also unafraid to reject ideas that don't meet their high standards. "We're ruthless in dismissing poor ideas, ensuring that our debates and 'battles' are all in the name of creating an exceptional game."





