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Zenless Zone Zerois going through some changes.
Here’s the full interview, lightly edited for clarity and length.
After the game’s launch, time constraints became even more pressing for the development team.
Fortunately, our team has since improved coordination and greatly enhanced efficiency.
Our development team is committed to offering players more opportunities to showcase their combat techniques and character progress.
The core goal of Zenless Zone Zero is to bring the fun of action games to a broader audience.
From the early stages of development, we envisioned Zenless Zone Zero as a game designed for long-term operation.
Like any living entity, the game will grow and evolve with the support of its players.
For us, player feedback is a crucial driving force behind the game’s long-term growth.
We are neither surprised by nor dismissive of any feedback.
What was the original design goal for TV mode?
Our passion for creating something truly unique and enjoyable has emboldened us to experiment with new ideas.
Measured against those goals, where did TV mode succeed or fail?
Many players see TV mode as one of the key features that distinguishes Zenless Zone Zero from other games.
However, the balance and overall integration of boards in the game have sometimes felt abstract or disjointed.
We’ve already made adjustments in previous updates and will continue to assess and refine this aspect.
Were there split opinions among the development team?
Did many people internally argue that TV mode might be unpopular?
That’s why we haven’t removed it entirely, but have chosen to continue refining it.
Moving forward, we will continue to take player feedback into account and implement optimizations as needed.
This will be a long-term effort.
How will you hit that ratio going forward without losing what makes ZZZ unique compared to other action games?
Our current solution is to give players the choice to engage with TV mode without feeling pushed into it.
We will continue to assess the effects of these optimizations and strive for the best possible outcomes.
I do remember that technical issues with models for characters like Ben were mentioned previously.
The decision to implement this feature originated from strong demand within the player community.
Will ZZZ add more ways to interact with Agents in the future?
What might those interactions look like?
In Version 1.4, we’ve introduced a companion feature that allows Agents to accompany players.
We plan to add more ways to interact with Agents in the future.
The specific details are currently in the design phase, and we will share updates at the right time.
In the new Decibels system, we’ve optimized both the values and mechanics.
This change aims to address the challenge of activating off-field characters' Ultimates.
Some more roguelike ideas have come up recently.
What do you think makes roguelike gameplay compelling?
The randomness and freshness of roguelike gameplay naturally give it strong replayability.
Initially, we considered deeply integrating roguelike gameplay with Zenless Zone Zero’s broader systems.
How will you push ZZZ’s combat system forward with new objective and battle criteria?
With new combat objectives and ranking criteria, we want to offer players a more diverse combat experience.
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