I appreciate the frank answer, I really do. If I were a game designer I'd be pretty sad about having to say it. Of course some "Tales of" fans are very skilled gamers, and probably more of them on racketboy, but it seems so many of them sucked that Namco felt the need to remove the fourth-grade-level puzzles we're used to.ANN: Tales of Xillia has far fewer puzzles in its dungeons, particularly when compared to older titles like Tales of Symphonia. What's the reason for that?
Baba: In previous eras, the gimmicks and puzzles were one of the most important features in the dungeons. But recently we've seen that some users cannot clear the puzzles, and they give up going through the dungeons. So mainly we focused on the atmosphere of the dungeons, and we put some not-so-gimmicky puzzles in the dungeons.
For example, players can enjoy the Uncharted games as if they're watching a movie. Of course there are some dungeons and story events, but they shouldn't be harder for the players. I think the primary thing among mainstream RPGs is that the player can enjoy the game very smoothly.
Last year I quit playing Symphonia because I felt it was too easy, too boring, and too repetitive. I'm not a Tales fan in the least, but I don't hate the games and I don't hate you for playing them. I just...wow. It used to be that fourth graders put some effort into Gradius, and now adult game fans can't solve block puzzles?
