


In any case, I think we’ll be able to settle on the usual spot…where players can feel the sweet spot of the reaction as well as the toughness, and once they pour in their effort they’ll be able to clear.

That’s why there is no need for me to go out of my way to say “let’s make it this good this time” because the development staff are all aiming for that line.Īs for the rest, once we perform our final adjustments and frantically play test them, and confirm its toughness as well as applying slight adjustments, I think we’ll be able to land on the good spot. However, I do think it’s better to gradually intensify the thrill felt during play by a little, so if we can make the game just a little bit more exciting than the increase in player skill, I think people will probably appreciate that “it’s a great raid dungeon with a great level of difficulty”. From there, even if we made Eden’s Promise Savage generally 20% harder, the overall toughness would feel the same considering player skill is higher than before… Perhaps this is ideal. Hypothetically, and I’m not sure if this is a suitable thing to say: … Even if we were to say, release Eden’s Verse Savage 10% harder than Eden’s Gate, and then we make Eden’s Promise Savage 20% harder in total.

On the other hand, despite us producing the content based on the direction we’ve decided upon, the invisible factor that is player skills increasing simultaneously as well. So for the direction of Eden’s Promise Savage, the point of “making each floor feel progressively tougher and make sure the player feels that way compared to what they had gone through for the past 2 tiers” is already a sentiment that all staff members share and are aware of. And with the conclusion of the series, the difficulty will gradually increase as we climb further up on the floors, and proportionally the content gradually gets tougher as well.
