‘Devil May Cry’ Creator Thinks “User Experience” More Important To Video Games Than “Pretty Graphics”

Dante (Drew Coombs) is itching for a fight against Mundus (Louis Herthum) in Devil May Cry Remastered (2001/2018), Capcom
Dante (Drew Coombs) is itching for a fight against Mundus (Louis Herthum) in Devil May Cry Remastered (2001/2018), Capcom

While the wider video game industry now unfortunately consider ‘realistic graphics’ to be a significant indicator towards a given title’s quality, Devil May Cry creator Hideki Kamiya believes this outlook is antithetical to the medium’s purpose of providing players with unique – and especially fun – gameplay experiences.

Dante (Drew Coombs) isn't too pleased with Trish (Sarah Lafleur) riding a motorcycle through his front door in Devil May Cry Remastered (2001/2018), Capcom
Dante (Drew Coombs) isn’t too pleased with Trish (Sarah Lafleur) riding a motorcycle through his front door in Devil May Cry Remastered (2001/2018), Capcom

RELATED: ‘Bayonetta’ Creator Hideki Kamiya Reflects On Hellena Taylor Backlash, Blasts Critics Who Refuse To Admit They Were Wrong: “THAT’S SOME REAL COWARD SH*T”

The storied Japanese director, whose other stylish outings include Resident Evil 2, the Bayonetta and Viewtiful Joe series, and Astral Chain, offered his thoughts on the current video game ecosystem while speaking with Famitsu alongside Screen Juice dev studio founder Felix Schade, whose original shape-shifting-centric rougelite Morbid Metal is nearing its 1.0 release, regarding their respective approaches to action game development.

Dante (Drew Coombs) and  Trish (Sarah Lafleur) save Captain Blue (Gregg Berger) from Alastor (Mikey Kelley) in Viewtiful Joe (2003), Capcom
Dante (Drew Coombs) and Trish (Sarah Lafleur) save Captain Blue (Gregg Berger) from Alastor (Mikey Kelley) in Viewtiful Joe (2003), Capcom

As machine translated by DeepL, at one point asked as to “the key points you emphasize when creating action games”, Schade took the lead and declared, “Creating something players will enjoy is the most important thing.”

“For [Morbid Metal], we were particularly focused on the combat elements. Action, speed, diverse combos, and the character switching mechanic were non-negotiable points. Also, for everything we put into the game—action, characters, story—we place the utmost importance on whether it looks cool.”

Ada Wong (Sally Cahill) fights off Annette Birkin (Jennifer Dale) in Resident Evil 2 (1998), Capcom
Ada Wong (Sally Cahill) fights off Annette Birkin (Jennifer Dale) in Resident Evil 2 (1998), Capcom

RELATED: ‘Resident Evil 4’ And ‘Devil May Cry 4’ Producer Admits Industry Has Grown To Point Where A Game “Just Being Fun Isn’t Enough To Sell”

Agreeing with this sentiment, Kamiya then recalled how player consideration led to one of the Resident Evil series’ most memorable quirks:

“I understand. When I was making Resident Evil at Capcom [Kamiya served a system planner on the first game before being tapped to direct the sequel], we faced a problem with the original PlayStation’s specs: moving to another room inevitably caused a 6-second loading screen.

Chris Redfield (Scott McCulloch) makes his way deeper into the Spencer Mansion in Resident Evil (1996), Capcom
Chris Redfield (Scott McCulloch) makes his way deeper into the Spencer Mansion in Resident Evil (1996), Capcom

“If we left it as is, players would stare at a black screen for 6 seconds every time they moved rooms, which would ruin the game. So, we racked our brains and came up with a solution: during the load screen, we only displayed the door model and made it open with a loud clang.

“User experience is truly the most important thing. Thinking about how to avoid ruining it is fundamental to game development.”

Following this brief trip down the zombie-infested memory lanes of Racoon City, the head of the recently established Clovers dev studio turned to more broadly expand on his assertion, explaining “Another thing is, when making a new game, I consciously aim to invent and incorporate mechanics that can only be experienced in that specific game.”

Dante (Drew Coombs) obtains Alastor in Devil May Cry Remastered (2001/2018), Capcom

“For example, in Bayonetta, we added ‘Witch Time,’ where dodging enemy attacks slows everything down. In Okami, we included ‘Brush Stroke,’ where drawing with a brush affects the world around you.”

Met with praise from Schade, who beamed, “That’s impressive. I feel like there’s less of that unique, inventive fun in games these days,” Kamiya then

“Just having pretty graphics doesn’t really grab me. As a player myself, I still want that heart-racing feeling from an experience you can only get in that specific game.”

Bayonetta (Atsuko Tanaka) readies herself for another dance in Bayonetta (2009), Sega
Bayonetta (Atsuko Tanaka) readies herself for another dance in Bayonetta (2009), Sega

Drawing his thoughts to a close, Kamiya admitted, “There’s no such thing as a convenient idea like, ‘If you think about it this way, ideas will come.’ You have to approach it with the mindset that you must create something you can’t experience in other games, and just keep thinking, ‘What would be unique and interesting for this game?'”

“If you keep thinking about it, at some point the game gods descend and give you an idea. It’s the same cycle every time.”

NEXT: ‘Ōkami’ Director Hideki Kamiya Says New CLOVERS Studio Is Focused On “Individual-Driven Creativity”, Laments How There Is “Less And Less Of That” Across The Video Game Industry

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As of December 2023, Spencer is the Editor-in-Chief of Bounding Into Comics. A life-long anime fan, comic book reader, ... More about Spencer Baculi
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