Yakuza Like a Dragon Devs, True to Their Game, Encourage \"Fights\" and Confrontation

In a revealing interview with Automaton, the developers behind Like a Dragon have shed light on the unique dynamics within Ryu Ga Gotoku Studio, emphasizing how healthy arguments and in-fighting contribute to crafting superior games.
Like a Dragon Studio: In-Fighting Fuels Better Games
Fiery Passion, Just Like a Dragon
Ryosuke Horii, the series director of the acclaimed Like a Dragon/Yakuza franchise, disclosed that internal conflicts among team members are not only frequent but are actively encouraged to enhance game quality. During his discussion with Automaton, Horii confirmed that disagreements are commonplace but stressed that these "in-fighting" scenarios are far from detrimental. "When a designer and a programmer clash, it's the planner's role to mediate," Horii stated, underscoring the potential productivity of such confrontations.
He elaborated, "Without arguments or discussions, you're left with a lukewarm product at best. Therefore, we always welcome fights." Horii emphasized the importance of these conflicts leading to positive outcomes, saying, "Fighting is futile if it doesn't culminate in a beneficial result. It's the planner's responsibility to steer everyone towards a constructive resolution. It's all about fostering healthy, productive disputes."
Horii further explained that the studio's approach is to "fight to the same beat," focusing on the merit of ideas rather than their origin. "We evaluate opinions based on their quality, not on which team proposed them," he noted. Additionally, the studio is unafraid to reject subpar ideas, ensuring rigorous debate and 'battles' in pursuit of excellence. "We are committed to 'mercilessly' dismissing poor suggestions, which drives us to engage in debates and 'battles' for the sake of creating an outstanding game."
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