RPG Site: You guys are making what I'd call an A-tier game. Like, you don't have the budget of Triple-A but you're far above indie or lower end stuff too. It felt to me for a while like it was harder for games like this to get made. Is it getting easier to do projects like this thanks to the engine tools now available and so on?
Yosuke Saito:" I have a feeling that, certainly, if you talk about the Western market now that's probably still true - like it's just triple A and C, plus indie there. In Japan things are maybe a little bit different, I think. If you talk about the really major games in Japan... they perhaps say they're major games, they have major budgets, but they're not actually that major in the end. There's also a number of A-class games that come out... you're seeing a lot more things in that bracket.
"We thought, okay, this is perfect timing... we've got these two, they're both really keen to do something new with Nier, so let's go ahead and make a proper new Nier game."
Something like Toriko, for example... that'd probably fall somewhere around an A when you look at the number of people around the beta tests and the market it's aiming for there.
Within the Japanese games industry there are those things that are aiming high and are probably falling in around A, but the budgets aren't quite triple-A - things like Gravity Daze, Danganronpa, Persona, the Yakuza series and those kinds of games. We want to just crawl into the bottom of that category there and cling on for dear life! "[laughs]
Taro Yoko: "I think certainly back in the 80s and 90s when Japan mostly made really big, long RPGs there was almost a saturation of the market in some ways of them. Then it changed... we could no longer just get away with making RPGs. That time had passed. The next development, obviously, that was when the West started making these really big triple-A blockbusters. Japan tried copying that but kind of failed and didn't really manage to make it to the same level.
I think what you're seeing now is kind of the post-blockbuster copying stage where the Japanese games market isn't really sure what it's supposed to be making any more. You're getting all kinds of weird, out there ideas and new people trying different things. I think that's a really interesting and exciting time to be in; Nier's a part of that, we're really trying out new things, which leads to a lot of creativity."