One thing we feel is really important is to play our own game as one member of that community, and by interacting with different players online in multiplayer, to experience the game from a player perspective and take our own opinions about what might be missing, or what would be cool to add and listen to our development team voices as well. I think one thing we're also aware of is that often times voices online that you hear expressing opinions are often a limited number of people that have the loudest voices. So it's definitely a wide variety of sources. We also check places like Reddit and real-world events where we get to meet our community face-to-face and see their reactions to things. We get that type of feedback from a wide variety of places, whether that's looking at responses to our official Twitter account in Japan, or our Tumblr account in the US. You mentioned that you listen to player feedback, where do you look for that feedback? We might see requests and think, "Oh, okay, that's something we hadn't thought of," and we'll see if we can find a way to weave that into our plan going forward, and that's something I find really positive about this development style. The advantage to this development style is that we can have our own ideas, such as things that we want to include going forward with updates but also respond to new developments that we see from the community. Then we have to release that content, watch it after it's released and then begin that cycle again of, "Okay, what's the next idea?" This sometimes means having to work in two or three-week batches on these updates and you have to work a much faster and more compact schedule than we were previously used to.But, that's not to say that it's all hard work and no fun. And then we'll have to really put our heads down and work on everything. Having to repeat this cycle for each update means we have to have ideas for what we want to include a few months ahead of time. The speed at which we need to keep up with those demands from fans and things we want to include after the game has launched increased to a level greater than it was when we were working on the original release. Actually, I would say this was a first for me, to participate in this type of development. We want to try and strike that right balance between what we are hoping to include in the game and what the fans are wanting. Some of these things were our ideas, and some were ideas from fans once the game came out. With this game, we have a lot of things we wanted to try, that we knew we would want to bring out after the game released, while we were developing it. As a developer, the games I've been involved in until now have been the type where you work really hard during development to build all the contents into the game, and when it comes out you stand back and you let it go. I think you're right that this is new territory for Nintendo. Have you found it difficult to manage that new style of game within Nintendo? It receives more updates more frequently than any game in Nintendo's history. Splatoon 2 is a first for Nintendo in that it's a living game. We had that in our back pocket as a surprise to reveal later on, and when we say that we kind of thought to ourselves, "Aw, come on guys! You took our idea!" A screenshot of a hacked version of the original Splatoon showing a playable Octoling Nogami: I can't say we got inspiration from that, but we did see that and we had the idea of wanting players to play as an Octoling character before that. Did that serve as inspiration for the Octo Expansion, or was this idea already being thought of? Nintendo Life: In the original Splatoon, hackers modded the game to add playable Octoling characters.
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