So when I created Battle Royale, I never set about creating a genre or creating anything other than a game I wanted to play myself. When I started PUBG, many people spoke against the idea. I did not expect that it would be this successful. I persuaded others around me, saying that I want to challenge the world for at least a short period of time, and the challenge itself was important to me. During the early stages of development, our team had almost no experience. We were not experienced in the FPS genre, nor familiar with using the new engine tool. And the art style was challenging. Many people looked at us with disapproving looks, like, “won’t it be too difficult?” I think that just drove my team and I to challenge ourselves even more. This guy is just your run-of-the-mill salaryman, minding his own business, but out of nowhere, he found himself in the middle of the battlegrounds – that kind of setup came to my mind, and that’s really how the Lone Survivor came to be. Everyone has their own version as to what PUBG should be, and we had to find a balance between cooperation and fighting, to actually achieve what was best for the team or the best for the product. When I thought about what would make this game’s map unique, the first thing was that it’s got to be big – big and realistic. We went after developing a vast landscape within a big map. I think that’s what made us unique, and what could only have been done by us. There were a lot of challenges. Due to a lack of time, there was a lot of stress. Most of them were prototypes that we had to refine and polish to be good enough to be shipped in a live game. We had to try and iterate over many, many solutions. Try them out, prototype, and keep trying, and don’t give up. The principles that we use in our design revolve around two core things. The first one is balance, the core of Battle Royale. It’s basically making sure that everyone starts the same, and everyone has the same chance of winning. And the second thing is creative freedom. I think this is the most important value. There are no restrictions. There are no fixed rules for designers. What was it that made people want to play PUBG? I still think it’s the freedom we give players. We don’t tell them how to play the game. We don’t tell them that there’s a right way or a wrong way. I think what is very important is to create the game, only after thinking through how gamers will take in these features. It was almost a reckless attempt, but we took a risk with the vision we had in mind, with strong will to succeed, and we happened to succeed. What is really amazing to me is that we always get to experience something new. This always makes it fun for us. It is a very precious experience, as a game developer, to know that players love the project you’re doing. As an artist, such an experience was really precious to me. In the future, I think there’s still room for improvement, and it’s still a learning process. I believe with time, we can make it better. Keeping in mind the game’s essence in all circumstances and being able to look at the game from players’ perspectives, are values that must be protected, to remind ourselves with while making the game – it’s as if you’re always starting a new project. We’ll continue to challenge ourselves with new goals and motivations, and I doubt this challenge will ever end for us.