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Persona 4 Post-Mortem Tells You What Went Right, Wrong

"In the end, we all wish for our next project to be an action game."

 If I may offer some advice about that action game you'd all like to make, how about a character action game starring this 'Chie' character? Eat steaks to recover health!
 If I may offer some advice about that action game you'd all like to make, how about a character action game starring this 'Chie' character? Eat steaks to recover health!
Gamasutra has a fascinating article from the team responsible for Atlus' Shin Megami Tensei: Persona 4. I... don't know if you've heard of this game, but it's a pretty amazing PS2 role-playing game that was held back here and there by the occasional interface quirk and some unclear structure. But hey, I'm just some dude who played the game. The article, attributed to "Persona 4 Team," briefly covers the "what went right" and "what went wrong" side of the game.

Here's what I feel is the biggest "wrong" about the entire game...

2. Real-time weather design: Unlike in the previous title, Persona 4's time limit for each dungeon was affected by the in-game weather. We did this with the belief that such a system would create the feeling of urgency, since the player didn't know when damage-causing fog would appear. 

However, when we implemented it in the game, players were inclined to make dungeon investigation their first priority. Their mentality was, "If I don’t know when the fog appears, I should finish the dungeon as soon as possible." As a result, dungeon crawling and working on the inter-character Social Links, which are equally important, became completely separate and imbalanced. 

We tried to compensate by adjusting the weather, in-game messages and story progression, but that created an unexpected workload. A huge amount of data could not be finalized until the weather was set, but the weather kept changing due to our design adjustments.

I would also add something like "fusing isn't clear to people who haven't been following the series" to that list. Parts of the game felt almost impenetrable at first, and even after seeing well over 100 hours of the game, I only feel partially closer to making sense of that stuff. Anyway, if you're interested in RPG design, it's a good, quick read. Also, if I may read into this a bit, these guys sure don't sound like they're in the right frame of mind to pick up development and move it to the PS3 for another sequel just yet.
Jeff Gerstmann on Google+

130 Comments

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nexas

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Edited By nexas

Why does Chie have a package?

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Hitchenson

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Edited By Hitchenson

Time to get mah read on.

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eroticfishcake

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Edited By eroticfishcake

Interesting read. Thanks.

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MeatSim

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Edited By MeatSim

Good read, it would be a real bummer if these guys didn't make Persona 5. Though it would be interesting to see what kind of action game they would make, if they were serious and not just joking because of the long QA process for RPG's

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AllanIceman

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Edited By AllanIceman

Thanks for the info.

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Edited By dagas

Persona 4 is a great game, but I love P3 just as much. Maybe it's because I played P3 first. There sure are some good changes from P3 although not every change was good IMO, but most where. I'd like to see an endurance run of P3 even though I've already played it several times, just because id like to know what Jeff and Vinny think of it. 

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yetiantics

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Edited By yetiantics

Reading the article re-confirms my beliefs that Persona 3 was a better game storywise.
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AlmostSwedish

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Edited By AlmostSwedish
@FuzzYLemoN said:
" Interesting, but that statement about them wanting to do an action game next is heartbreaking. They know to make a great RPG, and I'd hate to see that talent go to waste in a genre that typically doesn't have nearly as strong of a story or cast of characters. "
I think thay just mean that an action game would have been easier to test, since they usually aren't 100 hours long
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eldiax

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Edited By eldiax

Who drew that chie pic?

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FuzzYLemoN

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Edited By FuzzYLemoN

Interesting, but that statement about them wanting to do an action game next is heartbreaking. They know to make a great RPG, and I'd hate to see that talent go to waste in a genre that typically doesn't have nearly as strong of a story or cast of characters.

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Carfo

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Edited By Carfo

 "We kept playing the game over and over again, as many times as possible, until the game went gold. The more time we spent on debugging, the harder it became for us to put ourselves in the mindset of how gamers would feel when playing the game for the first time. In the end, we all wish for our next project to be an action game."

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Edited By Moztacular

Pretty cool, the point about the weather system is probably true. Persona 3 had a good system where you knew an event would happen and you specifically knew how many days left until that event, whereas Persona 4 was often vague to the point that you were better off just prioritizing dungeon exploration over anything else. As long as they're aware of those issues, they should be able to strike a good balance for a sequel, because I wouldnt say  Persona 3's system was perfect either.

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Cook66

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Edited By Cook66

It would be better if the link to the article was over the "fascinating article"text rather than Gamasutra.
Thanks for pointing it out though. I would love to see some post Endurance Run coverage here on GB as well.

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Winternet

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Edited By Winternet
@RhombusOfTerror said:
" That image of Chie is really wrong.... "
She looks like she has balls. Either that or she needs to go do some shaving.
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Edited By Darkstar614

While I kind of agree with Jeff about the fusing.. it does explain some of that stuff in the tutorials that Igor offers when you choose "Talk" which Vinny and Jeff didn't bother looking at for the Endurance Run. But even so I read that stuff when I played and didn't understand what was going on with fusing until well into the game. So it's not as bad as Jeff makes it sound, but yeah it could have been clearer.

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Mistral

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Edited By Mistral


"Parts of the game felt almost impenetrable at first, and even after seeing well over 100 hours of the game, I only feel partially closer to making sense of that stuff." 
 Cue 400 replies of people screaming "YOU WEREN'T PAYING ANY ATTENTION TO WHAT WAS HAPPENING OR TRYING TO REMEMBER ANYTHING" in response to this. 
 
(although I don't think you guys ever so much as glanced at the in-game fusion rules and tricks that you can read by talking to Igor via the fusion menu, which would have helped with the basics of fusion. The fusion system could still stand a better skill inheritance system, though(just let us pick what skills we want, or at least let us know how many chances in hell we have of inheriting certain things, Atlus. We won't mind.). And there's really no excuse for hiding so many fusion mechanics, like elemental inheritance affinities, in the age of internet guides.)

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Winternet

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Edited By Winternet
@Bucketdeth:@TwoOneFive: I admit, it's a guilty pleasure. I rarely have the chance to do it and I couldn't pass on this one. Besides, there's nothing wrong with it. It doesn't harm or offend anyone. I posted it first and then I edited it with my comment. It's all cool.
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Turambar

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Edited By Turambar
@Curufinwe: That'd be my only guess.  Going from his "normal face" to his "rape face" was hilariously jarring.
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Rhombus_Of_Terror

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That image of Chie is really wrong....

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TwoOneFive

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Edited By TwoOneFive
@Winternet said:
" First.  Thanks Jeff for reporting this. I'll read the article. "
dork.
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Curufinwe

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Edited By Curufinwe

"one of the villain characters changed in the middle of development; since the character design was done before the story change, the design did not reflect the fact that he was a villain."

   Who are they talking about? Adachi?
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regmcfly

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Edited By regmcfly

That's a bleak bleak tale. I think the Atlas guys need a holidy.

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citizenkane

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Edited By citizenkane
@Curufinwe said:
" When's that P4 review coming? :) "
NEVER!
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Edited By citizenkane

That drawing is pretty sweet. Kudos to whoever drew it.

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Curufinwe

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Edited By Curufinwe

When's that P4 review coming? :)
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deactivated-5c5cdba6e0b96

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@Winternet said:

" First "

STFU, I fucking hate it when people do that, go jump off the nearest bridge and tape it, ok you fixed it a little I forgive you. ***EDIT***
 
But I did love the Endurance run and I can't wait to see the next one,  do you guys have any games in mind? and what would you rate Persona 4 out of 5?
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deactivated-5f8ac39b52e76

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Kickass drawing.

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Edited By fRAWRst

Im not so sure id like a next gen persona :S

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Winternet

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Edited By Winternet

First.
 
Thanks Jeff for reporting this. I'll read the article.

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Edited By jeff
 If I may offer some advice about that action game you'd all like to make, how about a character action game starring this 'Chie' character? Eat steaks to recover health!
 If I may offer some advice about that action game you'd all like to make, how about a character action game starring this 'Chie' character? Eat steaks to recover health!
Gamasutra has a fascinating article from the team responsible for Atlus' Shin Megami Tensei: Persona 4. I... don't know if you've heard of this game, but it's a pretty amazing PS2 role-playing game that was held back here and there by the occasional interface quirk and some unclear structure. But hey, I'm just some dude who played the game. The article, attributed to "Persona 4 Team," briefly covers the "what went right" and "what went wrong" side of the game.

Here's what I feel is the biggest "wrong" about the entire game...

2. Real-time weather design: Unlike in the previous title, Persona 4's time limit for each dungeon was affected by the in-game weather. We did this with the belief that such a system would create the feeling of urgency, since the player didn't know when damage-causing fog would appear. 

However, when we implemented it in the game, players were inclined to make dungeon investigation their first priority. Their mentality was, "If I don’t know when the fog appears, I should finish the dungeon as soon as possible." As a result, dungeon crawling and working on the inter-character Social Links, which are equally important, became completely separate and imbalanced. 

We tried to compensate by adjusting the weather, in-game messages and story progression, but that created an unexpected workload. A huge amount of data could not be finalized until the weather was set, but the weather kept changing due to our design adjustments.

I would also add something like "fusing isn't clear to people who haven't been following the series" to that list. Parts of the game felt almost impenetrable at first, and even after seeing well over 100 hours of the game, I only feel partially closer to making sense of that stuff. Anyway, if you're interested in RPG design, it's a good, quick read. Also, if I may read into this a bit, these guys sure don't sound like they're in the right frame of mind to pick up development and move it to the PS3 for another sequel just yet.