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      Ragnarok: The New World Launches Its Grand Server Opening with a Full Lineup of Celebration Events

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      Ragnarok: The New World Launches Its Grand Server Opening with a Full Lineup of Celebration Events

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      Daisuke Ishiwatari Explains How DAMON and BABY Helps Arc System Works Fight AAA Overspecialisation

      luqman by luqman
      3 months ago
      in All
      Reading Time: 2 mins read
      0 0
      Daisuke Ishiwatari Explains How DAMON and BABY Helps Arc System Works Fight AAA Overspecialisation

      Image Credit: Arc System Works

      Share on FacebookShare on TwitterShare on TelegramShare on WhatsappShare on Reddit

      Arc System Works recently released DAMON and BABY, a top-down action RPG that represents a surprising shift from the studio’s well-known fighting game franchises like Guilty Gear. In a recent 4Gamer interview, creator Daisuke Ishiwatari shared his insights on the development process for the game, highlighting the challenges of modern AAA game development and the risks of overspecialisation among staff.

      Unlike fighting games, DAMON and BABY required the team to approach production with fresh perspectives. Ishiwatari explained that the project was deliberately designed to allow developers, who normally specialise in fighting game mechanics, to broaden their skill sets while contributing to a completely new type of game.

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      The Dangers of Overspecialisation

      Image Credit: Arc System Works

      Ishiwatari warned that prolonged focus on highly specialised tasks can limit a developer’s versatility. “It’s very dangerous to spend decades doing highly specialised work, only to realize later that you’re no longer capable of doing anything else,” he said. He also highlighted a common industry joke that developers sometimes spend entire projects “just placing grass on maps,” noting that in many modern AAA environments, this can be closer to reality than humor.


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      Image Credit: Arc System Works

      This focus on narrow tasks, Ishiwatari said, can reduce creative opportunities and leave staff struggling to contribute meaningfully when a project faces challenges. In his view, the current trend in AAA development makes it difficult for developers to create their own signature work, as opportunities for creative ownership are limited.

      Smaller, More Flexible Workflows

      Image Credit: Arc System Works

      To combat these challenges, Daisuke Ishiwatari suggested that studios prioritise smaller, controllable projects rather than high-risk, big-budget titles. Proper development, he explained, relies on accumulated know-how and an environment where teams can maintain schedules, gain experience, and manage time effectively.

      Image Credit: Arc System Works

      For DAMON and BABY, the team shifted responsibilities to give modelers control over entire characters, from rough sketches to final animations. This approach reduced the need for detailed instructions and revisions while allowing developers to experiment and generate creative solutions quickly. Ishiwatari noted that this workflow not only accelerated development but also gave staff a chance to grow beyond their usual roles.

      Gaining New Skills in a Fresh Genre

      Image Credit: Arc System Works

      As a top-down action RPG, DAMON and BABY gave Arc System Works’ team an opportunity to expand their expertise beyond fighting games. Ishiwatari emphasized that the project was designed to accumulate know-how while giving staff a broader creative perspective. By encouraging multi-role involvement, the game fosters skill development and versatility among developers, an approach that Ishiwatari hopes will benefit younger talent in the industry.

      Image Credit: Arc System Works

      The game is now available on PlayStation 4, PlayStation 5, Nintendo Switch, and Windows (Steam), offering both a fresh gameplay experience for players and a new developmental model for the studio.


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      luqman

      luqman

      A gamer through and through. I grew up playing all kinds of games and consoles, and even worked as a Game Designer and Game Artist for awhile. Now I venture into another path of gaming where I will pass all gaming knowledge to everyone, no matter how far or treacherous the journey is.

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