DM: In one interview at E3 you said something like, what I told you, a lot people hated it, it was because of the difficulty of the game. Is it something that you actually like about your game, a game that can make people hate you in a way?
DM: Speaking of Dark Souls, you mentioned that one of your favourite situations in a game like Dark Souls is like when you’re fighting a boss, your health bar is almost gone and you don’t have any item to recover your health, an estus flask, and the boss is also on the verge of dying, and then your heart is beating fast… is that the reason you wanted to translate that experience to your game? Making an entire game about that moment.
DM: Do you think that in a way you were trying to disempower the player and leaving them at the mercy of the game? Because you are telling me now it is all about controlling the situation. You’re leaving the player vulnerable, just one hit kills you. But at the same time you’re saying this is about control.
DM: There were people doing some criticism about Titan Souls, for instance, this is from Polygon, this person didn’t find the game challenging because not only did he usually know where the weak point was from the beginning, he also was able to easily recognise the patterns of the Titans. For this person, it wasn’t challenging because of that, because he could recognise the patterns very easily. Even if he lacked the ability to execute them, but once he recognised that, well, there is no mistery. What do you think about this kind of…?
DM: In a more general sense, how would you define video games? Could you give a definition of video games?
Karla Zimonja on Gone Home (Fulbright, 2013)