[Interview] "Predecessor," the MOBA that carries on the legacy of "Paragon." We heard the CEO's enthusiasm for its expansion into Japan.
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/793/G079318/20251010049/
Editorial Department: S.K.Y | 2025/10/15 03:00 (UTC)
Epic Games’ MOBA “Paragon” assets and the new MOBA “Predecessor”, developed using Unreal Engine 5, launched its Japanese version on September 2, 2025.
The game is being developed by Omeda Studios, founded by Robbie Shin, a content creator who passionately played Paragon in the past.
“Predecessor” has rapidly grown, reaching over 2.5 million players within its first year. While initially gaining attention primarily in North America and Europe, the game is now making a well-prepared entry into Japan.
On occasion of CEO Robbie Shin’s visit to Japan, we conducted an interview with him to learn about his motivations and ambitions for expanding into Japan.
Robbie Shin, CEO of Omeda Studios Thumbnail image No.004 / [Interview] The MOBA “Predecessor” that carries on the spirit of “Paragon.” CEO shares enthusiasm for Japan launch
4Gamer:
Nice to meet you. Could you please introduce yourself briefly?
Robbie Shin:
I’m Robbie Shin, CEO of Omeda Studios. Originally a content creator, I streamed on YouTube and Twitch, producing various MOBA-related content that helped grow my channel.
Among all the MOBA games I created content for, Paragon was by far the most popular. It was an MOBA service by Epic Games, but after Fortnite’s massive success, Paragon was discontinued. That experience led me to use the Paragon IP to develop a new game—this is where we are today.
4Gamer:
It’s truly impressive that you’ve revived a game whose service ended. Many online games face closure, and it takes great determination not to let that happen.
Shin:
As gamers, we’ve all experienced the disappointment of beloved games shutting down. For me personally, losing Paragon was deeply painful—but I believe it happened because there were many areas needing improvement. To ensure “Predecessor” doesn’t repeat Paragon’s fate, we’ve continuously listened to community feedback and made improvements.
4Gamer:
“Predecessor” has now launched its Japanese version. What prompted your entry into the Japanese market?
Shin:
North America and Europe remain our largest markets, but “Predecessor” has seen strong success on console platforms—something that’s rare among MOBA games, which typically focus only on PC and struggle to enter consoles. Since Japan is a major console gaming market, this was one of the key reasons for entering Japan.
Another reason is that one of our supporting investment groups is GREE’s GFR Fund. Through their support, we gained valuable insights into the Japanese market.
4Gamer:
“Predecessor” carries on Paragon’s spirit while evolving independently. What aspects do you think will appeal most to Japanese players?
Shin:
We’ve focused heavily on several key areas during development. First, match times were often too long, and the game itself felt overly complex—difficult for new players to grasp. We’ve worked hard to simplify mechanics and rules so that MOBA games become more accessible to a broader audience. This opens up enormous potential for growth.
We’ve successfully made the core fun of gameplay easier without sacrificing its essence. Also, while many MOBAs require 30–40 minutes to match, “Predecessor” has reduced this time to just 15 minutes.
4Gamer:
What specific localization efforts have you made to adapt to the Japanese market?
Shin:
“Predecessor” has three story arcs. The character Akeron, a spider-themed hero added on September 2nd, features a storyline that resonates with Japanese culture. Similarly, characters like Yurei and Rina—introduced just before—were developed with the intention of appealing strongly to Japanese players.
Thumbnail image No.006 / [Interview] The MOBA “Predecessor” that carries on the spirit of “Paragon.” CEO shares enthusiasm for Japan launch Thumbnail image No.007 / [Interview] The MOBA “Predecessor” that carries on the spirit of “Paragon.” CEO shares enthusiasm for Japan launch
4Gamer:
What kind of impression do you have of Japanese players?
Shin:
Interestingly, I grew up with a close friend who is Japanese. He lived in the UK but returned to Japan about ten years ago and still lives there today. Talking with him helped me understand that Japanese players particularly enjoy immersive action games.
“Predecessor” is an action-heavy game designed to deliver deeply immersive experiences—something we believe will resonate well with Japanese audiences.
4Gamer:
Since it’s such an action-oriented game, are the servers located in Japan?
Shin:
Response speed is crucial when playing action games. To ensure optimal performance for players in Japan, we’ve established dedicated servers in Tokyo, offering very low latency. Additionally, all in-game announcements have been localized into Japanese—so when you perform well, you’ll hear praise in your native language. These small touches are vital to the overall enjoyment of the game, and we’ve invested significant effort here.
4Gamer:
What specific steps are you taking to build a community in Japan?
Shin:
Drawing from my experience as a content creator and relationships built with communities in other regions, I believe it’s essential to understand how best to support Japanese players. When “Predecessor” launched, transparency was our top priority. We aim to build the same kind of trust-based relationship with Japanese players that we’ve cultivated elsewhere.
We’ve also hired team members fluent in Japanese specifically for Japan-related operations. By actively listening to feedback and understanding what Japanese communities need, we want to deliver appropriate support tailored to them.
4Gamer:
It’s great that players can now send feedback in Japanese. I think having Japanese support is very important for Japanese gamers.
Shin:
Initially, I assumed language barriers weren’t a big issue since the Japanese people I’ve interacted with are highly proficient in English. But as we conducted deeper research into Japan, it became clear how significant that barrier really is. A Japanese-language gaming environment was essential. Even players fluent in English strongly prefer playing localized content.
So, we’ve ensured feedback can be received and processed entirely in Japanese.
4Gamer:
You mentioned plans for esports expansion—what are your impressions of the current state of esports in Japan?
Shin:
Japanese esports players are incredibly strong. I’ve seen many top-tier talents, especially in “Apex Legends.”
However, when expanding esports into Japan with “Predecessor,” we need to carefully assess demand. Running tournaments without sufficient interest would be pointless. Still, we see long-term potential for global esports growth and recognize Japan as a key region.
4Gamer:
Looking ahead, what’s your vision for the next steps following your launch in Japan?
Shin:
We’re considering expansion into other parts of Asia—but success in Japan will be crucial to making that happen. Listening closely to player feedback is therefore more important than ever.
“Predecessor” is a live-service game, so we must continuously attract players, listen to their voices, improve the game, and build an active community through this cycle.
Tracking progress every 30 days or 90 days—understanding what changes are needed and how things currently stand—is essential for sustainable growth.
4Gamer:
Finally, do you have a message for Japanese players?
Shin:
I want to sincerely thank all players who’ve been playing “Predecessor.” Whether positive or negative, I welcome honest feedback. Your input will help shape our success in Japan and strengthen the community here. We’ll actively incorporate your suggestions into future patches.
From day one of development, we’ve prioritized high transparency. As a former Paragon player myself, I understand how vital it is for developers to be transparent and maintain strong relationships with communities.
I personally manage social media accounts on platforms like X (formerly Twitter), so please follow me directly and leave comments—I read every single one.
4Gamer:
Thank you very much.