Like a Dragon technical lead says "new programmers at RGG Studio are blessed" by Yakuza games' quick turnaround because "recent major titles tend to have long development cycles"
Like a Dragon: Pirate Yakuza in Hawaii is coming out a year after Like a Dragon: Infinite Wealth, which lets new developers climb the ranks quickly
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Like a Dragon series technical director Yutaka Ito reckons new Ryu Ga Gotoku programmers are fortunate to work on the famously prolific Yakuza series.
In a wide-ranging interview with Automaton, Ito gave a bunch of insights into the internal mechanism that keeps Like a Dragon games releasing so consistently.
Ito explained that modern Like a Dragon games have somewhere between 40 and 50 programmers working on them, but they're sectioned off into different areas of the game "be it adventure, battles, minigames or something else." This creates a bunch of largely autonomous and specialized "modules" that program "using the method that best suits their needs."
Ito said the main programmers on Yakuza games probably aren't privy to exactly what each module is doing at any given time, but each one has its own section leader making sure everything goes according to plan. According to Ito, that's "precisely how we’re able to make such large-scale games in the Like a Dragon series."
Programming section manager Tomoaki Nakamura also chimed in with encouraging words for new programmers working with RGG. "If your name appears in a game’s end credits in your second year in the industry, and your next title is right around the corner, you might feel like sticking at it for another year. Last year's newbies had their names come up in three games in a single year."
That prompted this comment from Ito on the seemingly endlessly increasing development time on AAA games:
"Recent major titles tend to have long development cycles, so I think the new programmers at RGG Studio are blessed (laughs)"
Weekly digests, tales from the communities you love, and more
Fortunately, I don't have to throw any specific studio under the bus here in trying to assume which one Ito is referencing as AAA development is straight-up just taking longer across the board.
Speaking of which, The Witcher 4 dev says it takes 5-6 years to make a game after the idea's conception - but isn't saying when The Witcher 4 was thought up.

After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.


