Twelve years following the release of the original game, the highly anticipated Dragon’s Dogma 2 is set to launch on PlayStation 5, Xbox Series X/S, and PC in the coming month. In a recent interview, director Hideaki Itsuno shared insights on the sequel’s expansive world. Itsuno, a seasoned game designer, delved into the inspiration, design philosophy, and the intricacies of building out the game’s world space.
Director Hideaki Itsuno talks about Dragon’s Dogma 2’s world design
During the conversation with 8Bit/Digi, Itsuno acknowledged that many players felt the game worlds of Dragon’s Dogma were too confined. He mentioned, “So, we considered that, and I wanted to make it bigger in Dragon’s Dogma II.”
Nevertheless, Itsuno stressed that a larger world does not automatically translate to a better gaming experience. He emphasized the importance of filling the map with meaningful content rather than leaving it as empty space.
He elaborated, “So, one of the goals that we had for this game was how big can we make the world while populating it with a lot of content.” This vision aligns with the directors’ belief at Dragon’s Dogma 2 that uneventful travel can detract from the overall gameplay experience.
Itsuno also discussed a key element of Dragon’s Dogma 2’s design philosophy. He highlighted the importance of allowing players to visually identify their destination without always knowing the exact route to get there.
“If you can see your destination and also the path is visible,” he explained, “that is not necessarily fun because you know what to expect. But if you can see where you’re going but you’re not sure what route will get you there, then that gives you a sense of adventure.”
Furthermore, Itsuno shared insights on how Dragon’s Dogma 2 aimed to create a landscape that is memorable without being excessively exaggerated. To achieve this, Capcom drew inspiration from unique and existing geological features from various locations around the globe.
The director also addressed the new challenges encountered in populating the world of Dragon’s Dogma 2. He noted, “In the games I’ve created, when you have a specific quest, it’s usually made in a pre-recorded act.” However, the NPCs in Dragon’s Dogma 2 exhibit more reactive behaviors, relying on intricate triggers that necessitated extensive testing to fine-tune.