Game Length Nagoshi Studio Toshihiro Nagoshi

Ex-RGG Studio Boss Toshihrio Nagoshi Reckons Game Size Isn’t As Important As It Used To Be

Toshihiro Nagoshi, former head of Like A Dragon developer Ryu Ga Gotoku Studio, has stated that he feels video game size isn’t as important as it used to be.

Nagoshi-san departed SEGA in 2021 to form his own development team, Nagoshi Studio, although the company has yet to officially announced its debut project. Speaking in an interview with 4Players in 2022, the Yakuza creator described that he wants the title “to be more like a Quentin Tarantino film — so there can be humour.”

I want to make a game that is fun to play, but isn’t too much of a hassle. Even though there aren’t many completely original games now, if you include overseas games there are so many titles out there that it’s impossible to play them all.

Looking at the situation, I think that the number of console games in the lives of ordinary game fans may be a little excessive. There are still many titles being released, but I feel that the era of games where the volume is the selling point is coming to an end.

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We should be entering the mass production phase for the assets soon, so it’s about time to decide on the final volume estimate, but I’m still thinking about whether it’s really good enough. This time, while researching existing games, we started by making a fairly large map with roads and highways. Now we are gradually shrinking it down and exploring the best balance for the game.

Back in May this year, Nagoshi revealed that SEGA had originally rejected the first two pitches for the original Yakuza, which has since gone on to become a massive franchise worldwide, with strong sales coming from the west as well as its native Japan.

[Source – Famitsu via VGC]