But at the time of the first game, I had a somewhat self-centered sense of drawing what I myself thought was cute or was fun.
This sounds like it's still true (example: Zero) and I don't think it's necessarily a wrong point of view- there is some truism in 'write for yourself and not an audience' after all- but it's interesting to see that even the pros have that sort of self-interest.
It impressed on me anew that even now there are an incredible number of people who love the old-fashioned Rockman. I’d like to make a Rockman for those fans, one that wouldn’t betray their expectations.
GOOD. I heartily encourage this mentality. :D The 'old fashioned' game, though... can it still work in today's market? Lots of older fans (and by this I mean the fans over 30, like myself, who are more interested in having a 'nostalgic childhood experience' one more time) are going to piss and whine about everything 'new' just because it's different but when you give them the things that they say they want, often they don't buy, or find something else to complain about.
Case I'm thinking of here is Transformers- when the G1 rereleased toys came out they didn't sell very well, even though this is what fans had been asking (and yelling!) for for twenty years. Marketing to the 'infantile adult' isn't good business, and Rockman's original aesthetic is in some senses seriously out of date now as far as the videogame world goes- compared to immersive/group experiences like GTA, Halo, and the massive rise of the pretty-but-brainless cut-scene heavy RPGS. I just wonder if the original Rockman aesthetic can still work in this time.
As ever, thank you for translating- sorry it took me this long to comment!