What defines Atlus's modern RPGs more: the characters you spend dozens of hours befriending and romancing, or the menus that pack more rizz into a single font than most entire games? If you're judging by presentations at this year's Game Developers Conference, Atlus knows what the people want: there wasn't a talk on the former, but lead interface designer Koji Ise was in attendance to talk about crafting Metaphor's user interface.
Last year PC Gamer's Joshua Wolens described Metaphor: ReFantazio as "more [[link]] stylish than Persona 5, even, a game drenched in so much confident swagger it launched a thousand character artist careers."
A number of people in the comments echo the same sentiment, citing that it gives them vertigo or the same hard-to-pin-down feeling of discomfort. For those players, liking Metaphor's UI isn't just a matter of taste—it's an accessibility issue.
With that portion of the playerbase in mind, I asked Koji Ise in an interview before his GDC panel whether Atlus has considered adding a stripped-down visual mode that wouldn't be as overstimulating.
"We do acknowledge that there are certain people with certain needs," Ise said via a translator. "We understand that there is a need for that, and it's something we're considering."
Since Atlus didn't design Metaphor from the ground up with that sort of visual accessibility in mind, adding it in now wouldn't be trivial. "At this point in time, our UI is so embedded and intertwined with the functions of the game, if we are to take that sort of approach we really need to be thorough about how we approach it, and make sure it still works with an accessible design," Ise said. "At the same time, we do acknowledge that it is something we understand we'll need to work on and provide in the future."
With each new RPG, Ise said his team wants "one-up our past work in terms of stylishness," while at the same time "putting forth something that can only be achieved by that specific game." In Metaphor's case, that meant taking into account the characters and setting and how they different from Persona, and "weaving those unique [[link]] elements into the UI."
Hopefully Atlus's next project, whether it's Persona 6 or something new altogether, will retain that creativity while also making the interface [[link]] more configurable for players who struggle with the flashy design.
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