European gaming site Gamereactor has a new feature interview with Ed Boon discussing some of the basic beats of Mortal Kombat X.
Not a lot of new information to speak of, but the NetherRealm Studios Creative Director and Mortal Kombat co-creator touches on the influence of fandom and how the team manages content. Registered users can give their thoughts on the Mortal Kombat X forum.
GR: People really love Mortal Kombat and you probably get tons of requests on what should be included in the games. How do you cope with fan demands?
EB: We love the fact that fans are so passionate about Mortal Kombat. They always have their list of demands they want to see in the game. Unfortunately, it's simply not possible to satisfy every single wish from players. Often times those wishes contradict each other and it falls on us to determine what is best for each iteration of Mortal Kombat. While we certainly do listen to what the fans would like to see in the next game, we also want to surprise them with each game and give them something they were not expecting.
GR: Is there any example in Mortal Kombat X on how fans had influence over what is or isn't in the game?
EB: The fans are very influential in determining which characters we include for the DLC fighters that come after the game is released. Mortal Kombat fans are also very vocal about which characters they would like to see in the game who they missed in the original roster. So our ears are definitely open and listening to what they have to say. But again, we also feel it's important to surprise them with something they didn't see coming.
GR: A common thing in fighting games is to add more meters, more stances, more super features and more gimmicks for every new game. Mortal Kombat has always been loved by both casual and hardcore players alike. How do you make sure you keep this audience intact when making the game deeper and more complicated?
EB: That is a very delicate balance (between core and casual) that we are constantly discussing, debating, and evolving over the years. Fighting game players today are much more sophisticated than they were 20 years ago and we've tried to keep an eye on where the casual player is and where the pros are as well. That sweet spot is different for pretty much every game that we release, so we are always re-evaluating everything.
GR: NetherRealm is leading the fighting genre when it comes to single-player content. Why do you focus so much on this in a genre generally made for versus gaming?
EB: The fact of the matter is that most people spend the majority of their time playing video games by themselves. Mortal Kombat by nature is a one-on-one fighting game that is most fun playing against real people. But we feel it's important to provide fun experiences for the single player as well. We feel Mortal Kombat provides the best single player experience of any fighting game and we are very proud of that.
Make sure you visit Gamereactor for the full interview!
Can't get enough Ed Boon in your life? Hit up the Mortal Kombat Online Interview Archive for more sage wisdoms from throughout the MK ages! You'll also find in depth conversations with John Tobias and a who's who of MK makers!