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and creative studio Type-Moon to produce Fate/Grand Order. Iwakami said he received little push-back from Sony, even though the game was made independently from the PlayStation division. About 200 people were involved in its production, he said. “Whether you look at the number of downloads or users or revenue, it has exceeded our expectations,” Iwakami said, declining to share specific figures. While mobile puzzle games such as Monster Strike and Clash Royale are also huge hits in Japan, Fate/Grand Order relies on a narrative, which has players traveling through time to days of the American Revolution or Roman Empire. While that approach has helped, it’s also proving to be a challenge because the game’s writers and producers need to keep coming up with fresh content to keep fans engaged. “If our writers get stuck with story, the game will have to stop temporarily,” said Iwakami. “Even if I wanted to push the business forward and have someone else write it, I can’t.” Like many Japanese mobile games, Fate/Grand Order makes money through the “gacha” gameplay technique , which encourages players to buy virtual items without knowing what they are until after the purchase. In 2012, regulators banned some of the tactics, which they said manipulated people’s emotions.
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