
Dragon's Dogma 2 seemed to be a hit when it launched last year, even as its esoteric mechanics and often repetitive action put off some players. But for director Hideaki Itsuno, the goal was seemingly never to make a game for everyone – and as we've seen with some other notable success stories in recent years, the results serve as an example of what happens when you stop trying to make games for literally everyone.
"'If it sells at this level, all good,'" Itsuno tells VGC when asked to reflect on the reception of Dragon's Dogma 2. "Meaning that if the game was loved by so many, it's all good. I made the game not like a Nintendo one to be liked by all the people, but for a certain type of audience, so it's normal if some people outside that target audience don't like the game. However, people who enjoyed the game really loved it, appreciated the details and work. I'm very proud of it."