RPG Fans ‘Very Sensitive to Feeling Like They Wasted Time,’ Says Atlus Battle Designer

Kenichi Goto, Atlus‘ chief battle designer, excels in harmonizing diverse components. A remarkable example of his skill lies in creating intricate, turn-based combats for games such as Persona 4, Persona 5, and Metaphor: ReFantazio. His talent is particularly showcased in maintaining a delicate balance – keeping players engaged without making their efforts seem fruitless, an aspect that modern role-playing game enthusiasts, known for their keen sensitivity, value highly.

As I sat at the GDC panel (shout-out to PC Gamer), Goto shared some insights about Metaphor, a challenge even tougher than your average Atlus game. In other words, we aimed to make Metaphor feel like a contemporary RPG, where you’d always be on the brink of a game over scenario. But don’t worry, if you do slip up, it’ll be a breeze for you to hop back in and try again.

As a fervent admirer, I’ve learned that Goto suggests Atlus considers Role-Playing Games (RPGs) as “strategy in resource management” games. This perspective becomes quite clear when you delve into the time constraints imposed by later Persona games and Metaphor for dungeon completion, not forgetting HP, MP, or limited resources. In this context, the expertise of a savvy game designer truly shines, given that modern players tend to be less patient with challenging games.

It’s crucial to maintain an engaging and thrilling experience for gamers by making them feel like they’re close to losing the game, while simultaneously providing a secure environment where any potential loss won’t result in significant time penalties. Even though players have been understanding in past games, it’s worth noting that their tolerance may not be as lenient in today’s gaming landscape.

One method Metaphor implements is its “undo” or “rewind” function, enabling players to go back in time as often as desired, even restarting an entire battle if they’re not winning. At first glance, this might appear to make the game too simple, but according to Goto: “This feature allows players to cope with feelings of injustice when something unforeseen happens, and occasionally enjoy a bit of ‘rule-bending’ fun within the game. Surprisingly, it turned out to be an enjoyable extra without ruining the overall experience.

As you’ve matured, has your patience for time-wasting diminished? Can you recall any instances in particular that stand out as excessive wastes of time recently? Let’s make each passing moment meaningful by sharing your thoughts in the comment section below.

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2025-03-28 08:36