Interview with Tomohiko Sho: Insights from the Producer of Dynasty Warriors: Origins and Director at Omega Force

Dynasty Warriors: Origins returns to its roots, captivating both veterans and newcomers with an accessible storyline featuring an amnesiac protagonist. This character-driven approach allows players to explore the complexities of the Three Kingdoms as they choose allegiances, impacting the narrative. The game promises multiple endings and diverse gameplay through various weapon styles. Designed for accessibility, it features a 3D world map for enhanced engagement and offers a balanced challenge for new players.

Dynasty Warriors: Origins is making a triumphant return to the elements that initially attracted fans to the franchise. This installment not only aims to rekindle the interest of long-time players but also seeks to draw in newcomers with a more approachable storyline, featuring an amnesiac protagonist. We delved into various aspects of accessibility for players new to the series, as well as the innovative features introduced in this exciting chapter. Additionally, we explored which Western franchises Tomohiko Sho would love to see transformed into a musou game.

The Choice of an Amnesiac Protagonist

  • How does the amnesiac protagonist enhance the portrayal of the Three Kingdoms era?

The decision to introduce an original protagonist suffering from amnesia was driven by the desire to simplify the game’s narrative. This character, who lacks memories, allows players to learn about the game’s world organically. As they navigate through the story, they’ll encounter various characters and uncover the complexities of the different kingdoms. Moreover, since this character isn’t tied to any of the three main kingdoms, players will eventually choose their allegiance, leading to a branching storyline.

  • Why a fixed protagonist instead of a customizable avatar?

This game presents a unique take on the romance of the Three Kingdoms while weaving an original narrative that runs parallel to the historical events. To effectively convey this story in an engaging manner, we believed a specific character was essential. Thus, we opted for a fixed protagonist rather than allowing for player customization.

  • Can you elaborate on the companion relationship dynamics? Are there consequences for poor decisions?

The game is structured into multiple chapters. Initially, players will battle alongside the Three Kingdoms, choosing from various companions. However, as players select a kingdom to align with, they will find that the officers from that kingdom will aid them, while others may turn against them.

  • Will the game feature multiple endings?

Absolutely! Given the three main narratives tied to the kingdoms, players can expect three distinct endings, with the possibility of additional outcomes.

  • What can players expect in terms of protagonist customization and style?

In Dynasty Warriors: Origins, players can utilize nine different weapon types, each with its own unique actions, enabling diverse play styles. Some skills are specifically tied to certain weapons, while others offer more general enhancements. Depending on the weapons and skills selected, players can create a tailored gameplay experience. Additionally, various gems possess different attributes, enhancing speed, defense, or other capabilities.

A Visually Engaging and Accessible Three Kingdoms Narrative

  • How is the balance between challenge and enjoyment achieved in gameplay for newcomers?

While players can select from three difficulty levels, we designed the game with accessibility in mind. Our goal was to ensure that newcomers, with no background in the series or the Three Kingdoms lore, could fully enjoy the experience. This approach was foundational to the game’s development, making it accessible and welcoming for all players.

  • How was the world map designed to enhance player engagement?

Previous titles often featured 2D maps that merely served as pathways. However, we aimed to create a 3D world map that fosters a sense of connection and involvement. This design enables players to perceive the layout and distance between locations more effectively. We wanted players to have more than just a means to navigate; interactions with officers and opportunities to discover new weapons can occur within various areas of the map, enriching the overall experience.

  • Will there be multiplayer features? What types of collaborative or competitive experiences can we look forward to?

[Continue the discussion on multiplayer features and experiences here…]

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