
In an interview with Automaton, the developers behind Like a Dragon discussed the team's unique behind-the-scenes dynamic, explaining how constructive debates and internal disagreements contribute to creating better games.

Ryosuke Horii, the series director for the Like a Dragon (formerly Yakuza) franchise, shared that internal disagreements among team members at Ryu Ga Gotoku Studio are not only frequent but actively encouraged as a method to enhance game quality.
Speaking with the news outlet Automaton, Horii was asked whether developers at the studio often experience conflicts. Horii confirmed that disagreements arise, but emphasized that such "internal debates" are not inherently negative. "When a designer and a programmer disagree, it's the planner's responsibility to mediate," Horii stated, noting that these discussions can be highly productive.
"Ultimately, if there are no arguments or debates, the final product is likely to be mediocre. That's why we always welcome passionate discussions," he continued. He further stressed the importance of ensuring these conflicts result in positive outcomes. "A debate is pointless if it doesn't lead to a constructive conclusion, so planners must guide the team in the right direction. It's about fostering healthy, productive exchanges."

Horii also mentioned that studio teams consistently "debate in unison" rather than avoiding confrontation. "We evaluate ideas based on their merit, regardless of which team proposes them," he explained. At the same time, the studio does not hesitate to dismiss ideas that fail to meet their rigorous standards. "We are also committed to firmly rejecting weak concepts, which means our debates and creative clashes are all focused on delivering an outstanding game."