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Xenoblade Chronicles X’s Director on Building an RPG for Multiple Audiences

Tetsuya Takahashi’s approach to a wider audience combined the Japanese-style game-making he valued with player choice, including combat on foot or in a Skell.
Length3 min Posted Quest giverVGSources Team
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Tetsuya Takahashi’s answer to making Xenoblade Chronicles X work for more than one audience was not to choose between Japanese-style game-making and broad accessibility. It was to preserve the elements he valued while giving players different ways to engage—most visibly, combat on foot or in a Skell. In a 2015 interview, he also described the production challenge of building a huge, seamless world with limited time and resources.

What Takahashi meant by reaching multiple audiences

In Mike Minotti’s GamesBeat interview, conducted through a translator at E3 and published June 22, 2015, Takahashi put the aim plainly: “I do enjoy many of the elements you find in this Japanese style of game-making, but I want to make sure that it’s accessible to a wider audience as well.” The interview was updated June 18, 2025. His point was about preserving a creative tradition while making room for players with different expectations—not removing the game’s identity to appeal to everyone. GamesBeat interview

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How the game offered two ways to fight

The clearest design example was the choice between fighting as a human character on foot and piloting a Skell. Takahashi said the team wanted combat to move at a faster tempo than in Xenoblade Chronicles and to offer more variety through both character and mech battles.

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Earlier technical and cost constraints had meant separating dungeons for human characters and mechs, he said. For Xenoblade Chronicles X, the team could let players choose between on-foot and Skell combat. Takahashi argued that a game built entirely around mechs might be polarizing in Japan, so offering both approaches could widen its appeal. That is his explanation of the design choice, not proof that one mode or audience preference is universal. GamesBeat interview, page two

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Design tension Takahashi described How it appears in the game What he said it could address
On-foot combat versus Skell combat Players can fight as characters or pilot mechs. He saw an all-mech structure as potentially polarizing in Japan; offering both modes could broaden appeal.
Freedom versus a defined event flow The interview discusses the broader design question of how much freedom or structure to offer. Takahashi described broad audience tendencies from his own perspective, not as verified findings about national populations.

His view of Japanese and international player expectations

Asked whether the team thought about appealing to Japanese and Western audiences, Takahashi said that, in his experience, players outside Japan often valued freedom, while Japanese players were more comfortable with a defined flow of events and a linear framework. He used the structure of a tea ceremony as an analogy for the latter.

These are Takahashi’s broad observations in a translated interview from 2015, not established facts about whole populations. They are best read as the creative perspective behind a design question: how can a game offer openness without losing the pacing and progression its makers want? A separate GameSpot interview with Nintendo and Monolith Soft staff likewise describes a goal of making the game comfortable for Japanese players while still approachable to everyone, and shows that the developers did not share a single view of what the label “JRPG” means. GameSpot interview

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The open world was also a production problem

The game shifted the series from the fantasy setting of Xenoblade Chronicles toward science fiction and a vast world. Takahashi described the planning challenge as allocating limited schedule time and resources to create the assets for that world, sequencing the work efficiently, and developing the technology needed to make it seamless.

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In a later TIME interview, he described the design focus as map exploration and character builds in battle. He also said the studio was developing its HD-game technology and that he deliberately kept philosophical themes out of the core story. A particular technical challenge was making maps where human characters and much larger robots could coexist without requiring a development budget that grew in proportion to their different scales. These are Takahashi’s accounts of the team’s priorities and constraints. TIME interview

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Where to play the game now

The interview concerns the Wii U game, but Nintendo released Xenoblade Chronicles X: Definitive Edition for Nintendo Switch on March 20, 2025. Nintendo describes the edition as adding enhanced visuals and story elements to the original game. Nintendo’s U.S. listing for the Switch edition

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