Reading this freshly-translated version (thanks
@Switch!), it's actually comforting to see Yu taking people's criticisms so seriously. I know that, if I made a game and it got mixed reviews, and everyone was complaining about the game being stuck in the past, I would 100% try to address those things, too.
With quest markers, I’d like to distinguish between the main quest and side quests, or show money-exchange spots or places you can have battles. But in order not to do away with the need for exploration, I’d like to have a system that doesn’t give too much away, with the display being updated once you have obtained information.
And there you go. Having to find things first before they get added to your map is an excellent solution, in my opinion.
I’d like to provide for both concepts, not to abandon one or the other. I’ve come to have a good idea of what improvements should be made, so I’ll be able to incorporate them without destroying the taste of the Shenmue series.
Also, this comment...
This time, rather than being hung up on making an open world, it might be interesting to instead have confined areas.
...sounds like he thinks they may have leaned too heavily in the "open-world" direction with III, because that's what people expect nowadays. I'm totally fine with them going back to smaller, denser areas.
In Shenmue IV, I want to make the side quests more in-depth. Through side quests, the relationships of the townsfolk will be portrayed more deeply… that’s something that’s quite Shenmue-like, wouldn’t you say?
Yes sir, yes I would
Of course, regarding the main story, the backstory will be rapidly filled out, for example I’d like to shed light on Shenhua’s background and about what kind of person Ren is, and resolve the mysteries that have been created until this point.
"Rapidly" suggests that the info we could've/should've gotten towards the end of III may come to light early on in IV...maybe?
Originally, there was no move lesson from Master Sun at all, so we pulled out all the stops to add one, and really pushed beyond our limits to get it done [laughs]. I naturally have a vision of how a game should be, but that will change depending on things like the staff and budget.
I think this sheds light on the reuse of the "learn body check to defeat the boss" mechanic in Shenmue III. They were trying to add more content to create a better pay-off for the end of Master Sun's teachings.
For me, Shenmue is something that I feel a responsibility to keep on doing, and of course I want to continue on with it until I reach the conclusion of the series. As long as people say they want me to make Shenmue, then I will continue to do so, as I mentioned before.
I do hope the fans who waited 20 years for Shenmue III and were reasonably happy with it, will keep up a strong demand for Shenmue IV…
Absolutely nothing in here suggests he doesn't want to make IV, or that he's lost interest in it. Imagine that!
Maybe that would have been for the best.
Eh, the grass is always greener. People would've complained a lot about a Bailu-only Shenmue III. Niaowu is far from perfect but it added a hefty dose of variety to the game. Without it, the game would've felt very one-note. I loved Bailu, but any longer there and it would've stayed out its welcome.