Xbox Wire: After watching the latest Overture trailer, I couldn’t resist diving into some fan-made videos that dissect every second of it. It’s fascinating to see how these breakdowns try to piece together the story. What message did you aim to send with this trailer? Are there specific elements that viewers should focus on?
Ji-won Choi: Seeing those detailed analyses by fans was incredibly heartwarming. It shows just how much support and passion our players worldwide have for our work. Our main goal with the trailer was straightforward: we wanted our fans to know we genuinely value their feedback. Over the years, we’ve received a range of valuable insights, and the trailer is a way to show that we’re listening and crafting content with their input in mind.
Xbox Wire: That’s intriguing. When Lies of P was first released, there weren’t massive expectations from the outside, even though it looked promising. Now, with expectations set, especially for Overture, I’m curious about how you handle fan feedback. How do you decide what to incorporate while still maintaining your creative vision?
Ji-won Choi: That’s an excellent question. We view the development process as a partnership between us and our players, which we take very seriously. We try to understand what resonates positively with players and recognize areas for improvement. Feedback can range from being obviously useful to more contentious. We address these internally, writing them down and quickly testing their feasibility. This approach helps us evaluate their practicality in advancing our project.
Xbox Wire: Reflecting on the trailer, my impression of the base game is that it can feel quite solitary. While you can return to Hotel Krat for some interaction, exploring outside is a mostly solo journey. In the trailer, however, P often isn’t alone. There’s a moment when P blows a horn and, I think, Aladoro bursts through a window. We also see a masked character fighting alongside P. Does this mean Overture will feel less isolating?
Ji-won Choi: Predicting feelings like loneliness is challenging. Our focus was on expanding the development of intriguing characters. In the base game, some characters were hinted at indirectly. With the expansion, players will get to know these characters on a deeper level. Our aim is to provide a richer experience by elaborating on characters we’ve only previously suggested.