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Tetris 99 devs on how the game came to be, scrapped targeting mechanics, future plans, much more

Posted on May 25, 2019 by (@NE_Brian) in News, Switch eShop

Tetris 99

Out of the Gate

So then, after that large-scale playtesting was finished, the game was released into the store on February 14. How did you feel about the release?

Kinashi: We were extremely happy that so many people were playing the game. I think that’s important since this is a game based around many people coming together to have fun.

Nakada: To be honest, I wasn’t sure if it was going to be a huge success or a major flop. (laughs)

I was surprised how quickly it released after the announcement.

Kinashi: Because we wanted as many as people as possible to try the game, we tried to get it to those interested as quickly as possible.

Even though it was an online game, there wasn’t a beta test, was there?

Kinashi: We planned to have a beta test actually. But we thought that making those who had tested the game then have to stop playing until the official release would leave them disappointed, so we decided to release without one.

Still, releasing without one seems like a bit of a risk. If I were responsible for the development, I think I would definitely be worried about issues popping up…

Kinashi: I’d be lying if I said that I wasn’t worried, but because we had been so rigorous with the checks beforehand, I thought it would be OK.

Nakada: My main worry was that in the time it took to release the game someone else would have the same idea!

(All laugh)

I guess that’s a much bigger worry than network difficulties. (laughs) Have there been any cases of players going beyond what you expected?

Nakada: Some players have released videos to help other players get to grips with the tactics, and just taking into account the sheer number of players, the only surprises I can think of are pleasant ones.

On that topic, there is no real explanation of the deeper rules or tactics within the game. Was that an intentional omission?

Kinashi: Because we wanted players to learn through experience, we decided not to have any detailed explanation in there. With tactics, we wanted players to think up new ones and change the field of play, to develop ways of playing that even we haven’t thought of.

If, for instance, we had put a tutorial in the game, I don’t think there would have been this kind of community between players that has built up.

Kinashi: I expect players will keep finding new trends and ways to play.

Skipping the details and playing for yourself to learn the game? I don’t know how to phrase this… but that sounds very much like a Nintendo game.

Kinashi: We definitely knew that Tetris 99 could be fun, but we couldn’t have predicted how much the players themselves would take to the game.

Creating a Niche

I think with the unique vocabulary of the game – changing the ‘kill’ in Battle Royale games to ‘KO’, etc. – there is definitely the impression of the game being aimed at a wider audience. There also isn’t the usual issues of rank rising and falling like with other competitive games.

Kinashi: Exactly like you said, we created this game with all casual and hardcore, young and mature players in mind. Being able to challenge others online in a competitive game without having to worry about a ranking system is pretty refreshing.

For myself as well, even if I lose I am usually pretty positive about it and quickly start the next game.

Kinashi: That concept of fun was very important to us. We wanted skilled and not so skilled players to be able to compete on the same, exciting stage.

So if you lose your failure isn’t highlighted and you are not always battling to maintain your rank, even if this could work as motivation to improve.

Kinashi: Well, losing in itself is disappointing enough. There is the option there for those who want to share their win/loss data, but we don’t force people to show that on the results screen. Even so, I’m so obsessed that I can’t sleep unless I take top spot at least once a day! (laughs)

Are the current player numbers what you expected?

Nakada: I don’t think we can know yet just what this game might achieve. I won’t quote the download figures, but it’s not like everyone who is registered to Nintendo Switch Online is playing the game, so I hope more people will give it a try.

Kinashi: Tetris is a fun and easy-to-grasp game, so I hope more people get to play it.

So your hope is for pretty much everyone who signs up for Nintendo Switch Online to play the game. Are players put into games based on their win/loss ratio and all of that other data?

Kinashi: No, it’s completely random. That’s best since the higher the number of players to be allotted, the easier it is to find enough players for a game.

Nakada: There also isn’t any sort of region filter. All players, regardless of where they are in the world, are matched up at the same time.

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