Komaizm.com: Q&A session with Ryukishi07

Source: http://komaizm.com/image/interview.htm


Questions were sent by WSPlus to Ryukishi07 via email. The content of their response is documented as an interview below.

Scenario

Q1. It’s often said in manga and other creative works that characters develop the story on their own. Does this apply to Higurashi as well?

A1.

I believe this holds true for Higurashi as well. There are many instances where the characters, by acting according to their own will, lead the story to unexpected developments. In that sense, it might be more accurate to say that arcs like Meakashi-hen and Watanagashi-hen were woven by the characters themselves rather than being a scenario crafted by Ryukishi07.

Q2. Besides Mion, who is your favorite character among the main ones?

A2.

Apart from the main heroine, I think I would say Oishi-san. I really enjoy portraying his old-man vibe and his salaryman-like qualities… I wonder how others feel about this (bitter laugh).

Q3. Are there characters that are particularly easy or difficult to depict?

A3.

(Interpreting this as writing characters rather than drawing them)

Keiichi is especially easy to write, and if I had to name the easiest, it would be Keiichi (laughs). As for difficult characters… I would say Rika-chan. Her subtle gestures make her a very nuanced character, which is challenging to portray in text. It’s difficult to give her a presence that stands out among the other more intense characters, and I feel a bit apologetic about that.

Q4. As the answer arcs continue, are there any major characters who haven’t been introduced yet?

A4. Basically, the main additions will be giving existing characters, who already have names but no character sprites, their own sprites. As for characters who haven’t been named yet and will get sprites… well, we’ll see…

Q5. Since the levels of horror and suspense alternate in each episode, does this mean that the final, yet unnamed episode will be the suspenseful answer arc?

A5. I’m afraid I can’t answer that… (sweat) The 8th episode, Matsuribayashi-hen (tentative title)… At this point, there’s nothing I can share, but I’m striving to create a scenario that will build up to a fitting and exciting climax.

Q6. When and how were the essential “plans and tricks” of Higurashi, which do not change, decided?

A6. These were almost completely settled at the very beginning of the draft for Higurashi. Chronologically speaking, it was just before we made the beta version of Onikakushi-hen. I created certain “rules” for this world and then built the story around them. If someone can decipher these fundamental “rules”, they might be able to use them to create new scenarios that follow the question arcs…

Q7. Does Keiichi’s character reflect your own personality?

A7. …I wonder about that. Personally, I don’t think I’m anything like Keiichi…but there are times when I feel like Keiichi-kun resides within my heart. Keiichi might be an expression of Ryukishi07’s inner self (bitter laugh).

Q8. Rika-chan didn’t rank very high in the popularity poll. Do you have any plans to boost her popularity?

A8. If the opportunity arises, I would like to push her character more through certain scenes. However, since Rika’s **** is **** in the ****, it would be challenging to **** her ****… It might be that we can fully explore her character only after all the mysteries are revealed.

Illustrations

Q9. Are there any particular points you focus on when drawing each character?

A9. Not particularly. Honestly, I don’t have the skill to focus on specific details… (cries). However, I do try my best to show differences in their expressions.

Q10. Are there characters that are easier or harder to draw?

A10. Based on the number of times I’ve drawn her, I think I’m most accustomed to drawing Rena. Satoko and Rika are probably the ones I’m least familiar with, as I haven’t drawn them as often. The hardest to draw are the side characters. For instance, I haven’t drawn Tomitake at all since creating his original design (sweat).

Q11. Do you have a color in mind for each character?

A11. Not really. However, I do remember using the primary colors of light and traffic signals as references when deciding the hair colors of the main heroines. It’s something like red (Rena), blue (Rika), green (Mion), and yellow (Satoko).

Q12. Were the costume design sketches displayed at the Cure Maid Cafe’s Angel Mort Day drawn by you?

A12. Yes. Since the actual outfits needed to be created, I had to draw them with realistic proportions. Given that I usually draw with shorter proportions, it was a bit of a shock when people frequently asked who drew those sketches (laughs).

Q13. How long does it take to draw a character’s sprite?

A13. It takes about a day for the rough sketch, another day for the final draft, and yet another day for coloring. No matter how much effort I put in, it never takes less than two days… It’s not just that my drawing skills are lacking, but the real problem is… I’m really slow…

Q14. If the characters from Higurashi were still living in the present (Heisei 17), what occupations would they have?

A14. This is quite a challenging question (laughs). The following are just spontaneous ideas, so please bear with me…

  • Keiichi Maebara: Editor Influenced greatly by his father, he would likely head into the publishing industry. As he grows, he comes to recognize his father’s greatness and starts to train diligently to become a “great author” like him. Hang in there, Keiichi! The application deadline for Summer Comiket is on Valentine’s Day!
  • Rena Ryuugu: Preschool Teacher She chases after the children in the yard, gleefully shouting “I want to take you home~~~♪”. She seems very happy. Additionally, she could be a reliable ally to the children, exposing the lies of parents who administer excessive punishment with a determined “That’s a lie!!”.
  • Mion Sonozaki: Housewife and Town Council Member In her twenties, she would likely reject being confined to the house and head out to the city. However, after getting married, she returns to her hometown and becomes a full-time housewife. As her children grow, she gains poise and dignity, eventually becoming a fitting head of the Sonozaki family.
  • Satoko Houjou: Housewife Having struggled with her parents’ divorce and remarriage, she likely becomes fixated on having a happy family life. Despite being advised that a dual-income household might be better financially, she would probably quit her job to become a full-time housewife. Hopefully, she finds a wonderful husband who thinks that being with her is worth any financial struggles.
  • Rika Furude: Entrepreneur Freed from the curse of Hinamizawa, she would probably take on every challenge life has to offer. She might start a groundbreaking venture company, fail, and try again. She could end up incredibly wealthy or deeply in debt. Either way, she would radiate an allure unimaginable from the current Rika.
  • Shion Sonozaki: ??? She is the hardest to imagine. Even more free-spirited than Mion, she might end up studying abroad internationally, meeting a wealthy person, and getting married. She could return home after ten years without a word, dressed in extravagant attire.

Does that suffice?.. ☆

2005.05.10

Rokkenjima no Arukikata: How to walk Rokkenjima II

2008.03

Rokkenjima no Arukikata: How to walk Rokkenjima

Part 2

This is the second part of a Toratsu’s “Rokkenjima no Arukikata” series of interviews.


Now that we are back again with the “Nakasekata” series in Toratsuu magazine, I would like to start off by asking, “How was last year’s Comic Market?”.

Ryukishi07: Overall, I felt that the number of regular visitors has increased, but those who come to our booth were all experienced veterans (laughs) So, I enjoyed participating as much as I did in the times of Higurashi.

Yatazakura: I was a bit busy in winter, though I was able to participate in the summer when EP1 was released.

Ryukishi07: You are a summer guy after all.

— Also, last summer was very hot and winter was really cold.

BT: Yes, and the air was very dry, so the sellers seemed to have a hard time.

Ryukishi07: Everyone got a lump in their throat. I just became empty after I handed end-of-the-line sign over and helped to organize the line. And dai fell asleep.

dai: Yes. I spent the first week of the new year with the flu (bitter laugh)

Ryukishi07: He was spreading the ideas of hand washing and gargling among 07th Expansion, but he still collapsed, probably because he recommended his original method, alcohol disinfection, a bit too much (laughs)

(Everyone laughs)

— So, it’s also about health consciousness and, by extension, maintaining a smooth production system.

Ryukishi07: Of course. In the rush before the master-up, if someone collapses, it’s game over, so everyone is busy trying to keep themselves active. If you want to pursue quality, first of all you have to be in good health. We are working in a small environment, so if one person catches a cold, it could spread to all of us at once.

— It is wonderful to work with people that care about your health.

BT: He-he-he (starts chuckling while his smile gets bigger and bigger)

Yatazakura: What’s up?

BT: Ah, sorry, I just remembered something about an insect repellent.

Ryukishi07: Yeah, that was awful.

— What happened?

Ryukishi07: I had asked BT to buy desiccants for cameras and other moisture-sensitive equipment, but he misunderstood and bought camphor (used as an insecticide and an antiseptic), and the house was once filled with a distinctive and terrible smell.

BT: It was unbearable.

Yatazakura: At that time, there was some construction work going on where I live.

Ryukishi07: It was a double punch of camphor and paint, plus the noise of nearby construction… So it became a triple punch.

— Speaking of health-consciousness, I read a certain book called Shinso Kaimei Dokuhon, and found it very funny to see BT getting hooked on Icebox and everyone riding on a certain horseback riding machine.

BT: They are not selling Icebox now!

Ryukishi07: Well, it’s winter after all. But we are hooked on things like NEX same as always.

BT: Last winter we were eating a lot of glass noodles.

Ryukishi07: When you work at night, you often get hungry, but snacks and ramen noodles are too heavy and unhealthy. But BT-san had his eye on glass noodles and bought all kinds he could find. However, glass noodles are glass noodles, and even though they have a variety of flavors, the base remains the same, so it gradually began to erode my heart.

(Everyone laughs)

Yatazakura: You used to buy healthy cookies before, right?

Ryuu: Every time there’s a crisis, a new boom or favorite emerges, but every time it becomes a traumatic experience.

— So, who exactly is the instigator of these booms?

(Everyone looks silently at BT)

Ryuu: When the chaos starts and the 07th begins to drift, it’s BT who first starts to lose it (laughs). It’s written in Kaimei Dokuhon too, but he starts dancing while saying “Wow! This’s freaking delicious!!” with a snack on his head. Everyone tries to stop him, saying “Stop it, get a grip!!” (laughs).

— I’m really happy that you all always maintain pleasant atmosphere.

Ryuu: It’s really great to be with people who have been around for so long, and above all, when dai-san comes, the atmosphere in the workplace becomes more focused and tight. When we’re all holed up working for hours on end, it’s like being back in college after an all-nighter. Some people start to read manga, some watch TV, some take naps, and in that situation, dai-san’s presence saying, “What should we do next?” is truly appreciated. What I’m most conscious of in Umineko is each member’s role. Until now, we’ve all been working together in a flurry, dividing tasks into steps like, “Next is this task, then that task”. EP2 was a tough one, but I think we overcame it because each person worked with their best effort in their respective roles. After I got the flu in the summer and couldn’t get my motivation back, wasting a whole month from September 2007 onwards, it was really difficult to get back into it.

— As a staff member of Tora no Ana, it might be disrespectful towards your fans to ask, but have you ever considered stopping at just one work?

Ryukishi: Not at all. In a sense, free time is a double-edged sword. Once you get used to it, you might just be carried away by that freedom. In that sense, it might have been our greatest success to go straight from Higurashi no Naku Koro ni Rei to Umineko no Naku Koro ni at the early stage of EP1, not EP2.

— Your passion for production is truly admirable. In one interview, you mentioned, “I’m going on a family trip to Okinawa”, and I didn’t expect you to come back in this form (Shannon and George).

Ryukishi: Oh, that brings back memories, like a time capsule. I happened to take a mountain of photos in Okinawa at that time, and they’re connected to the opening scene in Okinawa. No one would have thought that the Umineko title logo would appear in front of Shuri Castle, right? (laughs)

— Was that scene already in your mind from the start?

Ryukishi: Not entirely. It’s been a habit of mine since the time of Higurashi to always take photos wherever I go, whether it’s in the city, countryside, residential areas, or trendy cafes. Now my collection has grown into an enormous library. I match these photos with the imagery of the work to shape the scenes. Since I never know when or what kind of situation might be needed, I just take photos of anything that seems like it could be useful.

— Isn’t it usual to go location hunting only after the scene’s imagery and plot have been established?

Ryukishi: Well, the more unique the situation, the harder it is to find the right location when you need it. For example, if you suddenly need a scene set in a cell, it’s tough to prepare it on the spot, isn’t it? So, you either have to proactively search for a location with a cell, or if there isn’t one, you have to substitute it with something else. In the past, whenever I said, “I want a scene like this”, Yatazakura would find it for me. But with Higurashi being a summer story thematically, we couldn’t use materials with impressions of spring, autumn, or winter, so it was quite challenging.

— Thinking back, the images for Sonozaki family’s torture chamber in Higurashi were quite challenging to find, weren’t they.

Yatazakura: Initially, the main reference for that was a photo of a tool shed from our first location hunt. And the lattice for the cell was based on a photo of the lattice from the nearest old shrine, which was then darkened in editing.

Ryukishi: For scenes like the police station, we have to get creative with creating the atmosphere, using things like fluorescent lights in a conference room-like, stark white room or sturdy glass ashtrays. After all, you can’t just walk into a police station and start taking photos.

— Well, let’s finally delve into the main topic. Playing through EP1 and EP2 of Umineko no Naku Koro ni one noticeable aspect compared to Higurashi no Naku Koro ni is the different approach to mystery and the way the user is engaged in the process of reasoning. Could you comment on that?

Ryukishi: First, I need to correct something I told before. I once said in the early days of Higurashi, that I didn’t read many books, which seems to have given the impression that I never read any books at all… (bitter laugh) During an interview with Kodansha, I was surrounded by people who were well-versed in authors and their previous works, with Kinoko Nasu as my counterpart and Kouji Watanabe as the interviewer, both of whom are avid readers. Being among such people, I couldn’t possibly say that I was a reader, so I ended up saying I didn’t read much. However, if someone who has read about a hundred books can list reading as a hobby, then I believe I read far more, including Japanese and foreign books, paperbacks, and so on.

Now, returning to your question, while Higurashi no Naku Koro ni is structured as to have mystery-like elements, it leans more towards what could be termed as “shakai-ha (social) mystery”. The characters in the story have a more “orthodox mystery” mindset, and the interesting gap arises from the irony of society that emerges from there. The idea is based on the concept that the world is not just a puzzle but is shaped by the tragedies and sorrows of various people, forming the events.

In contrast, Umineko no Naku Koro ni is more conscious of the thought process of  “puzzle mystery” or “orthodox mystery”. However, what I want to emphasize is the aspect of being “conscious” of these elements. Whether this story is made as “orthodox” or as a “fantasy-filled anti-orthodox mystery” is something I’d like users to deduce for themselves. The difference in approach may simply stem from the fact that the genres are different.

— The foundation of that approach is what you mentioned last time as “the classic theme of consecutive murders on a secluded island”, right?

Ryukishi: Yes, exactly. It’s not the kind of story that’s often seen nowadays when the beauty of form is most prioritized. For example, there are fantastical elements like hidden doors and the incredibly elaborate disguises of the Fiend with Twenty Faces in the works of Edogawa Rampo, a snake that’s completely tamed and returns home after killing its neighbor, or an orangutan climbing up a rain gutter of an apartment building. The mystery genre from the 19th to the 20th century is incredibly diverse. While Japan tends to focus on “orthodox” mysteries, the opposite, the “revolution”, the narrative, and the social aspect, which is the foundation of Higurashi, are also one genre.

“Social mystery” typically portrays an event realistically, depicting various real-life occurrences such as human error, suppression by public opinion, changes in investigative policies, wrongful convictions, and forensic errors. In the past, when the estimated time of death for the burned body of Takano Miyo was disclosed in Higurashi, some people argued that it was unfair as a mystery because the police making mistakes in estimating the time of death is unfair! However, this could be considered unfair only under the conditions limited to those with a preference for “orthodox” mysteries. Earlier, I mentioned Edogawa Rampo, but his works actually cover a wide range of genres. There are stories featuring mysterious figures, tales of young men abducted to secluded islands, monsters prowling the darkness of the city, targeting only valuable antiques. Readers are left to ponder until the very end whether the culprit is a supernatural being or an intelligent criminal disguised as one, or perhaps something entirely different. I wanted to create a world like this. The concept I proposed in Umineko, “Is it possible to solve the mystery?” precisely refers to this aspect. I hope readers will be asking themselves what genre this work actually belongs to.

— Even after discussing the theme and genre, I still need to ask: how can I win on the board of Umineko no Naku Koro ni? What are the rules? What are the conditions for victory or defeat—life or death, truth or falsehood? Is it a story about avoiding each individual murder on a micro level, or is it about avoiding a larger tragedy on a macro level? This is something I still can’t grasp very well.

Ryukishi: It might be easy for me to answer that now, but I can’t provide an answer. I believe it’s something that shouldn’t be said as it would narrow the ways to enjoy the work. For example, even if the ultimate goal in an RPG is to defeat the final boss, the game’s value lies in the journey and the branching paths that lead there. This approach doesn’t impose a specific way to enjoy the game. Therefore, I haven’t set fixed parts that need to be solved or specific conditions for victory.

If we were to keep score, those who notice and tackle multiple mysteries would have a higher score. When asked the same question during the creation of Higurashi no Naku Koro ni, I replied, “The number of mysteries you find and the number of answers you write down for those mysteries will be your score”. I think it’s the same here. This is more about how you enjoy the work rather than winning or losing.

However, if you want a simple answer in terms of winning and losing, it comes down to the simplest question presented in the first episode: whether you continue to deny the witch or not. Many people end up in the realm of fantasy because they try to expose the witch after acknowledging her existence, thinking, “The witch exists, doesn’t she?” But if you think back, how many people actually believed in the witch during EP1?

— The witch only appeared during the Tea Party, right?

Ryukishi: But after EP2 ended, everyone had completely accepted or started to accept the existence of the witch. Despite Bernkastel insisting during the Tea Party that you shouldn’t believe in the witch, people’s mindset shifted. This is the gameplay challenge that we were able to introduce for the first time with Umineko no Naku Koro ni as a sound novel. It’s essentially about the choice of whether or not to submit to the witch. Those who don’t submit will continue to resist the witch and prove that the crimes were committed by humans. Those who do submit can enjoy the story as a fantasy.

— Personally, I believe that the witch exists, but that the crimes were committed by humans.

Ryukishi: That’s the Hanyuu-like existence theory. It’s the idea that supernatural beings exist, but the tragedies are caused by humans. In other words, you don’t doubt the presence of a supernatural observer, but you separate that from the crimes themselves. It seems that many people who come from Higurashi hold this view.

— As someone from that background, I find myself thinking about that position. I even worry that you, as the Game Master, are aware of this perspective, and that it might itself be a trick. I find myself struggling with where the rules are and where to start thinking.

Ryukishi: I think old RPGs were quite similar in this regard. For example, I’ve heard about some famous RPG where the sea gradually became narrower. Before story-driven RPGs, the narrative was about the protagonists freely wandering a vast world and growing, with various mid-bosses and mysteries serving as obstacles. The enjoyment came from connecting these elements.

In older RPGs, when you could start using a ship in the middle of the game, there were so many places to go that you might get overwhelmed and give up. It was about the excitement of discovering unknown lands and towns. That’s the current position of Umineko no Naku Koro ni. It’s just a sound novel that you read; it doesn’t show scores or GAME OVER messages, yet it presents a challenging theme where some people might feel defeated by the story while others resist it. That was the kind of challenge I wanted to achieve.

— Right now, I am at point where you feel lost just after leaving the harbor.

Ryukishi: I hope you can enjoy that feeling of being adrift as well. However, in this age of the internet, there are guides, various people’s theories, and books like Kaimei Dokuhon available. Seeing different people’s ideas might help you find a breakthrough. Discussing the mysteries you face with others, hearing different perspectives, and exploring new possibilities can lead to collective intelligence, which is the best approach to solving the game’s mysteries, as it has been since Higurashi.

It’s important to note that those who “submit” are not necessarily losers. The fantasy style and reality style communities each progress the story with their own interpretations. But because the style of this work is very challenging, we’ve set up a world where “submitting means losing”. The concept is that we’re testing how many people can resist and believe in the reality of the crimes. How long can you hold out? This perspective has been presented right from the back cover of the CD jacket.

— I see.

Ryukishi: Compared to Higurashi, I think Umineko is really quite friendly. By the second episode, Bernkastel-sama comes to the Tea Party and explains that this is the kind of game it is. Beatrice, despite saying terrible things, very kindly instructs you to “deny her”. It’s an incredibly tsundere game.

— Speaking of rules, I start to suspect that everyone surviving for two days might be one of them.

Ryukishi: The idea that everyone has to survive is just inherited from Higurashi, isn’t it? The reason everyone had to survive in Higurashi was because its theme was unity and cooperation. It was a world view where breaking through together with everyone was required. So, if you are looking for a condition in Umineko where everyone survives to clear the game, you need to explore why such a rule is necessary. If Higurashi was about friendship, unity, and a victory where no one dies, then you need to explore what the framework or theme of the world in Umineko is.

— So that’s the rule of the game board.

Ryukishi: Exactly. In this world, what you’re trying to uncover is the objective. If you have a sharp intuition, you might start thinking, “What is the victory condition in this world?” and reach some conclusions on your own. Comparing the framework of Higurashi, where everyone survives, with the framework of Umineko… If I say any more, it might spoil the fun. I already have the final scene in mind, so I’m thinking about how everything will unfold towards that ending. Right now is probably the most enjoyable time. It’s more exciting to follow each episode, discussing and theorizing with others, rather than playing through the entire story in a couple of days and getting all the answers at once.

— I apologize if this is a silly question, but wasn’t debugging the red text in this game quite challenging?

BT: It wasn’t that difficult. It’s just a matter of tagging the text to appear in red, so the task wasn’t particularly big.

Ryukishi: It was about the same as changing a character’s expression before their dialogue. What was actually more challenging was adjusting the text display speed to match the scene. It’s not something you can easily grasp intuitively, so that part was more difficult.

— Speaking of text display speed, I think “Tsurupettan” might be unbeatable in that regard.

Ryukishi: That song was quite popular among our staff, to the point that around November, we contacted Silver Forest via email, quite close to the deadline. We had no prior acquaintance, so I sent them a sort of love letter by email. They graciously agreed almost immediately, and with a “Let’s do it!” attitude, we went ahead with it. Despite BT being busy, I asked him to take some time to create it in the style of certain videos, and in about three days, he came up with a masterpiece.

— So, you made it in a style of Nico Nico Douga by controlling the text as you mentioned earlier.

Ryukishi: Originally, the tool we were using wasn’t designed for creating action games but rather for making sound novels. The initial version was very heavy in terms of processing, and it could only display about two lines of text at a time, so we had to make significant modifications.

BT: There’s a new feature in Nscript called the demo command, which allowed for much faster screen rendering. By using that, I think we were able to create a pretty good bullet hell effect.

Ryukishi: The over-the-top feel of it was fantastic (laughs).

— Speaking of that scene, the Touhou cosplay…

Ryukishi: Ever since EP1 ended, people were saying there was someone who looked like Marisa, so I just went with, “Yes, it’s Marisa. Got a problem with that?” (laughs)

(All burst into laughter)

Ryukishi: I think the sense of communication with the users around this is something I want to cherish.

— Like “Tomitake Flash”

Ryukishi: When I was drawing George, I thought he looked like Tomitake (laughs). I enjoy incorporating that kind of official secondary gags.

— Bringing the questions back to the characters in EP2, I’m very curious since it’s currently the second popularity poll period. First of all, why is Gohda in 9th place?

(Everyone laughs)

Ryukishi: Popularity polls have had certain trends since the days of Higurashi. The overall popularity tends to become apparent after the game is completely finished. During the game, the impressions of the most recent work and the most current characters are too strong to measure true popularity. Last time, Natsuhi was really popular, and now Gohda’s popularity is rising. On the flip side, if we spotlight a character who hasn’t received much attention in the next installment, their popularity might increase.

— It’s frustrating, but Gohda’s pride and coolness were really well-received this time. Especially since he seemed so unlikable before.

Ryukishi: Yes, showing the good side of an unlikeable character can earn a lot of points. When the impression reverses, the likability can skyrocket, which is quite interesting.

— On the other hand, as someone who loves Shannon, I wonder why she’s ranked 11th.

Ryukishi: Having a boyfriend is tough (laughs). It might be the fate of characters who are part of a couple. However, the popularity of the free and mysterious beautiful witches makes up for it a lot. It’s particularly interesting to see how far Natsuhi’s popularity can go, despite her having not just a boyfriend but a husband. When she ranked high in the popularity poll after Episode 1, I was really pleased.

— In Episode 2, more than Episode 1, the interactions between married couples are very well defined, and among them I liked Krauss and Natsuhi a lot. What kind of portrayal of marriage did you want to create in this work?

Ryukishi: This isn’t a hard-boiled work, so I wanted people to see the ideal in the marriage. Society functions because people fall in love, get married, and have children. If everyone stayed single, the country would collapse. Umineko deals with the theme of family and blood relations, and I consider marriage important, even if it’s portrayed a bit dryly, it’s not meant to be pessimistic. If I were to write it in a hard-boiled style, it might depict something like a realistic separation within the household. In Higurashi, I portrayed such themes more realistically, showing issues like Rena’s parents’ relationship and Satoko’s uncle and aunt. However, that’s not the theme in Umineko. Despite the family’s outward appearance of bickering over inheritance, there are still model couples. If I were to write something more sordid, it might involve both spouses having affairs and being on the verge of divorce, with a mysterious daughter revealed to be the head’s illegitimate child (laughs).

— The relationship between Krauss and Natsuhi, which seemed difficult compared to couples like Eva and Hideyoshi or Rudolf and Kyrie, turned out to be surprisingly warm and endearing.

Ryukishi: There’s a website where someone continuously draws manga of Krauss and Natsuhi, depicting them as a very loving couple. I’ve really enjoyed those. Natsuhi’s popularity might be thanks to such fans.

BT: Looking at Battler’s popularity, it seems like we have a lot of female users and fans who like protagonist-type characters.

— There are probably a lot of casual players out there.

Ryukishi: Yeah, if there was more of a bias, the Seven Stakes of Purgatory would probably rank higher. It’s strange that they’re outside the top 20. If without reading the room the top spot was taken by Satan or Asmodeus I would think that’s probably because of the blonde hair and twin tails which are so popular now. If all the Stakes were dominating the top seven, that would have been fun too (laughs).

— I’d like to ask about Rosa, who has surged in popularity and surpassed even the Seven Stakes of Purgatory. I’ll touch on a delicate subject. On the night of the first day, Rosa was with the other siblings in the chapel. Why is the description of what happened afterward so vague?

Ryukishi: Well, why do you think that is? (laughs) Maybe nobody asked about it, so it wasn’t answered. All the siblings and Beatrice were there, right? Then all the siblings died, and Beatrice didn’t show herself afterward. So, nobody knows, right? If nobody knows, maybe Rosa never went to the chapel and was just sleeping in her room. What do you think about that? (laughs) If something seems off to you, that’s the first step. It’s from those moments of doubt that things start to build up.

— This time, Rosa has received a lot of focus, similar to Natsuhi in the previous episode, which was very impactful. Returning to the topic, no one can hide their jealousy over popularity of the mackerel.

Ryukishi: I think it’s part of Kumasawa’s popularity. If the Seven Stakes of Purgatory were considered as a group rather than individually, they might have ranked higher. Also, if Kumasawa’s votes were combined with the mackerel votes, it would be interesting to see how high they could go.

— And now Beatrice, who splits the popularity with Battler and Bern, is finally appearing in various scenes. As a question about the sense of incongruity, Beatrice is a very terrifying witch, yet she also shows deep emotion towards Kinzo. Even though witches might have two sides like humans do, it feels very strange.

Ryukishi: That’s an interesting theory. Some people have speculated on message boards that Beatrice might have multiple personalities or that there might be different Beatrices. But I can’t say more than that at this point.

— The differences in the character sprites between EP1 and EP2 might also be an element to consider.

Ryukishi: Since she comes from outside, I thought she might not have an everyday outfit, so I studied Gothic Lolita fashion through books. Some people who are knowledgeable about clothing can even identify the manufacturer. I was surprised when someone correctly identified the brand of Rosa’s long jacket. The next one was Kanon’s black coat, which was recognized immediately. Initially, I only had knowledge of Gothic Lolita fashion from Rozen Maiden, and upon further investigation, I realized it wasn’t even true Gothic Lolita.

The world of fashion is really vast and complex. It was quite fun to combine various elements to create Beatrice’s outfit. I’m now thinking about what to do next. It would be great if each episode had a different outfit for Beatrice, so you could identify the episode just by looking at her costume. Moreover, having Ekusa-san draw Beatrice really boosts my motivation. The power of key visuals is truly impressive.

— And speaking of witches, the two otherworldly witches introduced this time, Bernkastel and Lambdadelta, were very impactful.

Ryukishi: The witches are really something. They easily make it into the top 10, and they might even reach the top 5. The number of witches in the top 10 might unintentionally represent the degree of fantasy’s influence. Battler stands alone, resisting, but if he falls, the top ranks would almost entirely be occupied by fantasy characters. The current rankings might be a reflection of the world of Umineko itself.

— Previously, these characters only appeared in the Hidden Tea Party, so I thought they were more of a fan service.

Ryukishi: Actually, while it might have seemed like fan service, it was something we wanted people to find. We didn’t intend for it to be an overly tricky command. We hoped that eventually someone would discover it, that someone online would figure it out. However, many people missed it, so for EP2, I discussed with BT about changing the system. After some back-and-forth, we decided to make it more noticeable.

BT: We changed the specifications. The number of master keys is five (laughs).

(Everyone laughs)

Yatazakura: You just said that in red (laughs).

BT: It wasn’t a particularly difficult change, and personally, I was happy to see the Tea Parties getting more exposure, so it was totally okay with me.

Ryukishi: BT loves the witches, after all.

BT: Just make the Hidden Tea Parties the normal ones (laughs).

— The Tea Parties seem to be encroaching on the main story.

Ryukishi: Well, they are an integral part of it.

— The Tea Parties and the dialogues between Battler and Beatrice that appear throughout EP2 make they seem like they exist on a higher level.

Ryukishi: While it’s not entirely my place to say, they do appear to be entities from a higher world. While everyone is discussing the events unfolding before them, Battler and Beatrice observe and converse from a more detached perspective. What is real in the lower world appears more like a theatrical play to those in the higher world. This world contains multiple upper-level observers, and it certainly consists of multiple layers. I mentioned Schrodinger’s cat when explaining the multi-world concept in Higurashi, and often spoke of transcendental observers. Unlike in dramas, we don’t have observers in our world who can know everything simultaneously. Observers in this context are like the all-seeing eyes of God, encompassing this layered concept… Hmm, it’s quite difficult to explain. Consider it a new expression of a multi-layered world… I can’t say much more at this point. It’s a pity, maybe in a year, I’ll be able to discuss it more freely. However, regarding the Tea Parties, it’s crucial to note that they are not just an optional extra but a vital part of the main story. Whether they exist in a continuous world or not is something I’d like you to explore as you read.

— Let me press a bit further. Are Bernkastel and Lambdadelta similar to the two characters from Higurashi…

Ryukishi07: They do look quite similar, don’t they? (laughs)

— For those who haven’t played Higurashi, it might seem like the introduction of new characters.

Ryukishi07: That’s the right feeling. It would be too much if playing through all of Higurashi was required to enjoy Umineko. So, it’s half fan service, half linking the atmosphere between the two series. I’d be happy if you see it as an element that enhances the experience for those who have played Higurashi. Think of it like when having save data from a previous game unlocks new content in the sequel.

— Considering the flow so far, this time it seems like the “factor of witches” is truly profound.

Ryukishi07: The name is Turn of the Golden Witch, after all. It’s all about the witch’s turn (laughs).

— As expected, the impact was enough to almost completely eradicate the reality and human faction.

Ryukishi07: In EP1, the biggest reason for denying the witch was the belief that witches don’t exist. The idea was that if witches don’t exist, then someone must have been faking it. So, I presented a scenario where witches appear in every situation that was the top argument for that belief. As I mentioned in another interview, almost everything in Umineko no Naku Koro ni is crafted based on user theories and questions from a few months to half a year prior. It’s a very sadistic system where we find the users’ anchors and then crush them. So, EP2 was made for those who wrote their impressions of EP1, and at the same time, it was created by them. For instance, to address the suspicion that faces were crushed, we included intact faces on the corpses. So, next, perhaps, Beatrice might give a red text explanation for all the corpses to address the condition of not being able to examine the bodies. But the current issue is that even Beatrice’s red text is being doubted, so figuring out how to guarantee that is a challenge.

— As a final point, I’d like to ask you for a quick Q&A session.

Q1: What are the rules of the board this time, and what are the guidelines for deciphering them?

Ryukishi07: I think finding something that shines like the North Star is the best shortcut. However, it might be difficult to find it if you haven’t decided whether you’re on the side of the witches or the humans.

Q2: Given that the epitaph mentions ‘my beloved witch Beatrice’, it must have been Kinzo who had it made. So why is this incident happening? If he knows the answer, shouldn’t he just solve it?

Ryukishi07: It’s similar to the chessboard theory, but the question is, “Why would he write such an inscription?”. If he truly didn’t want to give it to anyone, there wouldn’t be any need to write hints. A quiz is a way to test people, and a trial is both a method of tormenting people and a way to find someone who can pass it. Kinzo might want someone to solve this quiz. According to the chessboard thinking, it seems Kinzo doesn’t intend to take the secret of the hidden gold to his grave. By writing something so meaningful, he wants someone to solve it. After all, it’s placed right in the middle of the hall.

— Moreover, the main story repeatedly urges the reader to try and solve this mystery. Despite this, several incidents occur that divert attention from the inscription’s riddle.

Ryukishi07: With family members dying one after another, there’s no time to worry about it. However, because so many incidents have occurred over two episodes, the idea that the epitaph might be more meaningful than finding the culprit has emerged. Realistically, with murders happening nearby, you can’t casually go on a treasure hunt. At the point of Episode 1, solving this mystery is almost hopeless. I know the answer, so I can see how everything connects, but solving it without any hints is too harsh. Hints will be gradually revealed with each episode.

Q3: In EP2, the victims of the first incident were different from those in EP1. Why is that?

Ryukishi07: According to the rules established in Higurashi, the information presented is not necessarily fixed. Only the common elements might be inevitable. This means the first six victims are not fixed, but the number six is. Those familiar with Higurashi might find various ways to think about this. However, whether this fact holds any significant meaning is still uncertain.

Q4: Why is there a deadline for collecting of the interest?

Ryukishi07: Why indeed? At the very least, the story always ends on the night of October 5th. The story could continue with the police arriving and moving into the 21st century, but it doesn’t.

Q5: What is the key for the moment the interest collection begins, that is, the fulfillment of the contract? Is it the moment Kinzo threw the ring?

(The 07th Expansion team smiles)

Ryukishi07: Who knows? When did the incident actually start? The first incident takes place in the early morning of October 5th or late at night on October 4th, as depicted. But where is the true start? Is it when the epitaph was written?

Q6: Regarding the Seven Sisters of Purgatory, it seems that the first incident in EP2 aligns with Gluttony, but why was there no stake?

Ryukishi07: As Bernkastel mentioned, Beatrice sometimes makes unnecessary moves. Lambdadelta was easy to read because she is pretty straightforward, but it’s unclear if that resonates with Beatrice’s sense of aesthetics. Sometimes the process itself seems to become more enjoyable than the outcome for her.

(The room falls silent)

Ryukishi07: You can doubt everything. However, somewhere within all this, there must be Beatrice’s true objective. Each time, murders occur, and everyone ends up dead—this part is consistent. Yet, Beatrice masks it with playful or whimsical moves.

A perfect crime isn’t tsundere. It’s the classic mystery, where there’s always a hint left in an otherwise impossible locked room, that’s truly tsundere. There will always be some clue left at the scene. Cases that are completely buried in darkness and turn into a maze are the true anti-tsundere.

Even though Umineko no Naku Koro ni might seem to claim a 0% solution rate, it actually leaves several hints, making it a bit tsundere by saying, “Why aren’t you solving this?”. The existence of the epitaph shows that Kinzo wants someone to solve it. It could be anyone; he even tells Kanon, “Even if you are furniture, you can solve it”. The one who dealt the biggest blow to Beatrice in EP2 wasn’t Battler, but rather Shannon. When she said, “I don’t know you”, Beatrice was enraged. So, Beatrice, who is always saying, “Believe in me, pay attention to me”, can be seen as the ultimate tsundere. If everyone was satisfied with Gohda’s steak and just left, the witch would feel terribly lonely. It’s quite a tsundere story.

Q7: Earlier, you mentioned that you might be able to talk about certain aspects in one or two years. Do you already have a final image of the work in mind?

Ryukishi07: I can’t say exactly when, but I already have a solid image of the overall structure of the story and the final scene. I want to respond to the readers’ expectations and questions while also creating answers that align with their hopes. I want to cherish the live experience of reading this together with everyone.

— Compared to Higurashi no Naku Koro ni, the story progression seems faster overall. Will this story also follow the question-and-answer format?

Ryukishi07: The pace of Umineko is indeed faster. Right from the start, we see a character who seems like the final boss, and there are moments that feel like foreshadowing, such as the classic “after this, we’ll get married” trope. This is partly because I’m considering the preferences of modern readers. However, I haven’t decided what to call the answer arcs yet. I’m not sure if they will be labeled as Kai (laughs).

— What can we expect from EP3?

Ryukishi07: In EP1, we introduced the world and the characters. EP2 covered the enemies, allies, and what needs to be done. Next, I believe it will be about the actual conflict. Although Battler was overwhelmed this time, he now understands the enemy and what needs to be done. However, by “conflict”, I mean an intellectual struggle rather than a battle in the traditional sense—whether to believe in the enemy or not.

— So, next it’s Battler’s turn?

Ryukishi07: Just when you think that, he might end up getting thoroughly beaten to the sound of Black Liliana (laughs).

(Everyone laughs)

Ryukishi07: I always aim to defy the readers’ expectations (laughs).

— Thank you very much. I truly apologize for focusing so much on the scenario and rules despite everyone being here today.

Ryukishi07: dai, you should say that 20 of your songs will be included in the next EP3 (laughs).

(Everyone laughs)

dai: I’ll do my best (laughs).

Ryukishi07: In reality, the script’s direction, the attention to line breaks, the combat scenes of Kanon and Shannon, and especially the golden butterflies, were all based on work made by Yatazakura.

Yatazakura: I think the way we present things in the direction part has been steadily increasing. As for the performances possible with Nscript, I believe we’ve done our best. If we want to go beyond this, we might have to borrow a more sophisticated engine and customize it.

Ryukishi07: BT really does everything. From managing the forums and writing scripts to even taking care of our health.

BT: I did a lot. Working on “Tsurupettan” was the most fun (laughs).

— In the end, could you give some advice to the users facing the witches or share your aspirations for the next installment?

dai: It’s presumptuous of me to give advice on the story, but I hope to deliver at least one good piece of music to everyone.

Yatazakura: For EP3, I hope to include some more outlandish scenes. Maybe something like actually flipping the chessboard (laughs).

BT: The next game will be a survival horror on Rokkenjima overrun by Goats, like Dead Rising (laughs).

(Everyone laughs)

Ryukishi07: Next time, it’ll be called Kuroyagi Musou (Black Goat Warriors).

Yatazakura: The Goats will also be anthropomorphized. Can players choose their characters, like Battler or maybe Bern as a secret character (laughs)?

BT: Right now, we are planning for it to be possible (laughs).

— It’s scary because when BT-san says something, you can never tell how much is a lie (laughs).

BT: Jokes aside, what struck me most in today’s interview was seeing how much fun the writer is having, even as they wrestle with the story. I’m envious because, knowing the true culprit and all the answers myself, I can’t enjoy it in the same way.

Ryukishi07: For Umineko, we’ve shared all the spoilers with the 07th Expansion team and the manga editorial staff. Even the slightest expression could risk inconsistencies if they weren’t in the know.

BT: Watching you struggle and think things through, it reminded me that this is how it’s meant to be enjoyed.

Ryukishi07: This time, the staff might be the ones who enjoy it the least.

BT: Once EP3 is out, the situation will change again. This moment, where EP2 is the latest and people are still figuring things out, is fleeting. I want everyone to relish the pleasure of puzzling over it in real-time.

Ryukishi07: Every time a new hint is revealed, this moment becomes the most enjoyable. I hope you savor the excitement of experiencing the series as it unfolds.

— Thank you very much, everyone.

Kotaro Uchikoshi x Ryukishi07: What‘s the secret of making interesting mystery games?

[source: https://kai-you.net/article/29050 ]

What‘s the secret of making interesting mystery games? A talk between two famous creators, Kotaro Uchikoshi and Ryukishi07

On Thursday, June 30, Spike Chunsoft will release the extreme escape adventure game ZERO ESCAPE: Zero Time Dilemma (PlayStation Vita/Nintendo 3DS/PC).

This is the latest and last work in the Zero Escape series, which follows Zero Escape: 9 Hours, 9 Persons, 9 Doors and Zero Escape: Virtue’s Last Reward. The director and scenario writer for the series is Kotaro Uchikoshi. In the past, he produced masterpiece bishojo games such as Ever17 -the out of infinity- and Remember11 -the age of infinity-, and in recent years, he planned and wrote the script for anime and game Punch Line.

His games are particularly famous for mechanics and presentation that incorporate mystery elements while taking advantage of the special characteristics of adventure games.

To commemorate the release of Kotaro Uchikoshi’s new work, ZERO ESCAPE: Zero Time Dilemma, we are pleased to present this interview.

The conversation will be held with Ryukishi07, creator of mystery-based sound novel games such as Higurashi no Naku Koro ni and Umineko no Naku Koro ni.

In fact, they are both the same age, born in November 1973 (and their birthdays are just two days apart!).

Uchikoshi works on commercial games, while Ryukishi07 mainly works on doujin games, not only planning them, but also writing scenarios. Nevertheless, although they are both game creators, their views on making games are diametrically opposed.

The theme of the dialogue between these two is “mystery“.

They talk about their history with mystery genre and what they think about creating mystery games and writing scenarios.

SF mysteries and mysteries pretending to be galge

First of all, what was the first mystery you two encountered?

Uchikoshi: When I was in junior high school, I read a lot of the Mikeneko Holmes series (by Jiro Akagawa). At the time, I also saw a two-hour drama of Mikeneko Holmes (1979-1984) and thought it was fun.

Ryukishi07: I read The Fiend with Twenty Faces series (by Edogawa Rampo), which I found in my school library when I was in elementary school. I had only vaguely followed the story, and when I saw the exploits of Kobayashi and Detective Akechi, I thought, “Oh, that’s awesome!”. Maybe I haven’t read them as “mysteries”, though.

I believe that your generation belongs to the so-called “shin honkaku” movement, which started when many famous mystery writers such as Norizuki Rintaro and Alice Arisugawa appeared in the mystery world. Were you originally exposed to this kind of mystery culture?

Uchikoshi: In my case, since I started working in the game industry, Never7 and ever17 (which I worked on) and science fiction mystery-like galge (a popular term for mainly male-oriented bishojo games) were very popular.

I also read books that were considered interesting among shin honkaku fans such as those by Yukito Ayatsuji and Ryusui Seiryoin. Of course, I like mysteries, but I enjoyed them as one of the various genres of stories, rather than diving deep and reading all of them.

Ryukishi07: I wish I have continued after The Boy Detective Club series and became a bookworm too… *bitter laugh* I entered the world of the TRPG Dungeons & Dragons thanks to The Record of Lodoss Wars and it was the Super Nintendo game Kamaitachi no Yoru (1994) that brought me back to mysteries. I first got hooked with Otogirisou (1992), the previous title in Chunsoft’s Sound Novel series, and these two games are my two main entrances into sound novels.

Because of that, I had the assumption that sound novels had to be horror, suspense and mysteries. I had no idea that sound novels would develop into romance games later… *laughs*

When I tried to write Higurashi no Naku Koro ni (2002-2006), it was the heyday of romance games, and everyone called sound novels galge. So, for Higurashi I was aiming for it to be a horror that pretended to be a galge, but turned out to be a mystery with people being murdered. In the end, I couldn’t pull it off because my drawing skills weren’t good enough *laughs*

— Both of you are working in a “mystery x game” genre, but are there anything that can only be expressed through games?

Uchikoshi: There is a lot of such things, but with the exception of novels, there is no other medium that can express the first-person point of view. Only adventure games can use visuals and music and give you the first-person point of view with the protagonist on this side and the characters on the other.

Ryukishi07: To be more specific, tricks such as “the main character’s face is different from the face the player knows” can only be expressed in a game. For example, in manga, the scene would look unnatural unless you draw it from a bird’s-eye view.

I wanted to express myself, so I took on various challenges and ended up with sound novel games like Higurashi. The appeal of sound novels is that they have as much text as novels, but can be read with the feel of manga, while the background music, which is not found in manga and novels, adds a cinematic effect. I think that it is genre that combines the best of various media and emotional devices and is very well suited for mystery.

Do as you please? Differences between commercial and doujin game making

— You mentioned tricks. When you create a mystery, do you start with a trick?

Ryukishi07: In my case, “an interesting picture I want to show” comes first.

For example, two close people suddenly start yelling “You’re the murderer!” and stabbing each other. The next step is to ask, “What are the tricks and methods by which this picture is formed?”. It doesn’t matter how wonderful the stage set-up and tricks are, if the picture made with their help is not interesting.

Just like the arrangement of food, one of the most exciting aspects of a mystery is “how puzzling and incomprehensible a picture is when you step into a crime scene”. Like in Kouske Kindaichi series, the first time you see a dead body, you should think, “What the hell is this?!”. I want to achieve that impact first, so for me tricks only come after that.

Uchikoshi: In my case, it depends on the work, but rather than thinking about the trick, first I need to know things like “what’s our budget?”. When I was working on Zero Escape: 9 Hours, 9 Persons, 9 Doors (2009), the Ace Attorney and Professor Layton series were popular, so I would try to incorporate “escape games,” which others had not yet done in Nintendo DS adventure games… In other words, I would start from a very realistic point of finding a way to get the project through.

After the project is approved, I add to it things that I personally want to do and come up with the biggest plot twist or trick of the plot first. However, exactly as Ryukishi-san said, if I come up with something in the middle of the story that would make it more interesting picture-wise, I am tempted to change the plot. If that would ruin the original plot, I may have to throw that part out altogether, and the original form would be almost completely lost *laughs*

— Ryukishi-san, do you have situations when you have to abandon established plot in favor of the picture you want to show?

Ryukishi07: In my case, rather than throwing away, I make it bigger. Let’s say I’ve came up with a very interesting trick and created a very impactful situation.

A lot of times I think, “If I use that trick, I can create a number of interesting scenes”. In a normal novel, once a trick is used, it must be discarded even if you still have other ideas about it. But in Umineko no Naku Koro ni I was able to depict an incident where “the trick is the same, but the way it’s presented is always different“, and it was a lot of fun *laughs* For me, a trick is like a kaleidoscope, and it’s exciting to see how it changes its shape every time I look on it.

Mystery is just another form of entertainment

— Earlier, we talked about “the picture you want to show” and “the ease with which the project can be executed”… In other words, “popular trends”. Do you keep in mind for your readers and players during the production?

Ryukishi07: Hmmm… As for myself, I work as a hobbyist in the doujin scene. Since I create my works individually, there are no planning meetings to begin with, and I can go ahead with whatever I want and don’t have to worry about the budget.

So, when I decided to go in the opposite direction of “sound novels = galge” notion in Higurashi and made it a game about murders, it reflected my antipathy toward the world and my feeling of “If it were me, I would do it this way!”.

When I ask my fans, “What would you like to see next?” they always say, “Please write about whatever you like”. So, I don’t read the room and just write about whatever I want *laughs*

Uchikoshi: That is allowed because you are talented. I have to start by listening to the client. I research what they are looking for and what games are popular right now.

The recent anime and game Punch Line (anime: 2015, game: 2016) was planned with the user in mind. I thought, “Everyone in the world likes panties”.

— *Everyone laughs*

Ryukishi07: When I saw Punch Line at a local game store, I thought, “It’s “punch line” plus “panchira” (panty shot), what a good pun!”. And the catchphrase “If you see panties, humanity is screwed!?” is the craziest thing I’ve ever heard *laughs*. But when I learned that it was written by the same Uchikoshi-sensei who wrote the Zero Escape series, I was horrified. I thought, “This man is something else” *laughs*.

— Indeed, it seems that the range of your (Uchikoshi’s) works is very huge.

Uchikoshi: I am a very unpopular author, so I felt that Punch Line was a turning point in my career for the masses, and I wanted to give it my best shot. However, in fact, 60-70% of men prefer boobs to asses *laughs* I am more of an “ass man”, so that was a bit of a failure for me. Because of things like this, I think it’s time to stop trying to fit in with everyone else.

Ryukishi07: When I learned that you wrote the scenario for Punch Line, I felt that it was your claim that you don’t want to be confined to the narrow box of “mystery writer”.

I don’t write my works with the idea that they are mysteries, but rather as a way of presenting a wide range of entertainment. I am also a big fan of that parts where the girls are just having fun, or where the main character is peeking in on them changing clothes. I have never thought of myself as a mystery writer. I just like the way of presentation that is called mystery.

Uchikoshi: That’s as you say. I want to write about many different things, and I also feel that I can write about them.

Although nobody directly says that, I somehow feel that, for example, works like Ever17 are implicitly demanded. So, I took on the challenge of writing Punch Line saying, “I can write works in other styles as well”. However, the viewers of the anime said, “Since Uchikoshi is doing this, there must be some big trick hidden in there. Everything is foreshadowing!” …Thought that’s not true at all *bitter laugh*

Ryukishi07: Something like, “When there’s going to appear a brutally murdered body so they could check the pattern on the panties!” *laughs*

Different ways to enjoy mysteries and the problem of difficulty

— When it comes to consumer games with puzzles, such as the Zero Escape series, do you consider that the puzzles must be solvable by the majority of people who play the game?

Uchikoshi: I do. I recently had a conversation with Takao Kato of SCRAP, the company that produces the Real Escape Games, and he told me that the most important thing is to frustrate the participants in such a way that they feel good so that they will try again, even if they do not solve the mystery.

But that is not the case with consumer games. In the Zero Escape series, we are careful to make sure that everyone can solve the puzzles, but the difficulty level of the escape part, which we call the “Quest Part” in ZERO ESCAPE: Zero Time Dilemma, varies from person to person. Some people say it was easier than the previous one, while others say it was more difficult, so it’s not an easy question.

In previous Zero Escape games, there were step-by-step hints, so the difficulty level was presented according to the player. Ryukishi-san, how did you feel when you played Zero Escape: 9 Hours, 9 Persons, 9 Doors and Zero Escape: Virtue’s Last Reward?

Ryukishi07: I have always loved room escape games, starting with CRIMSON ROOM (2004), so I enjoyed it very much.

The reason why the level of difficulty varies from person to person is that there are two reasons we enjoy mysteries: “the sense of accomplishment when you solve it” and “the exhilaration of the eureka moment when you hear the answer even if you can’t solve it yourself”. So different people have different expectations.

People who want to “solve the mystery” resent the fact that the protagonists give them hints. They say, “Don’t give me hints!”.

If a puzzle can be solved by anyone, you cannot be proud of yourself for solving it. In short, they feel frustrated if there is no that sense of accomplishment, just like when you finish an action game on a Very Hard mode. The latter, on the other hand, are not really interested in solving the mystery themselves. They are the ones who click on the points they see as hinted and proceed, and are happy to see the ending. These are the two groups.

What I think is interesting about the Zero Escape series is that the game has two types of puzzles: “those that can be solved while you play” and “those that can only be solved by thinking hard and that can be left behind if the player follows the game in a normal way”.

— What do you mean by this?

Ryukishi07: For example, things like “I was able to escape from this room”. Basically, every single scenario can be solved “on the surface”.

This is, let’s say, something to feel a sense of accomplishment, not a mystery per se. Because it is designed to be solved by everyone, even by those who can’t.

But the Zero Escape series has a parallel world structure, so there is information that can only be learned by playing the same scenario over and over again or by experiencing different works. It’s amazing that the games have “both ways to enjoy mysteries”: mysteries that can be solved on the surface, as I mentioned earlier, and mysteries that can only be solved by replaying them several times and taking on the challenge head-on.

Uchikoshi: That’s the first time someone told me that… Is that so *laughs*? I wasn’t aware of it myself at all.

— It is surprising that you wrote these structural aspects of mysteries unconsciously.

Ryukishi07: The next Zero Escape game is the third one, isn’t it? I’m not sure if this is the right analogy, but I call this the “curry restaurant problem”. If you run a restaurant and create curry that becomes a hit, fans expect the next one to be even better.

Next, if you make your new dish a mild curry in order to betray the expectations built by the previous one, which was hot, you now have two extremes, “hot or mild”, and there are no more variations left for the third one. In this case, the creator has no choice but to betray the curry itself. However, since fans expect curry, they would be offended if we made something other than curry.

In other words, if you exhaust the “orthodox way/eccentric way” bipolarity, you won’t be able to find the next axis. This is one of the main reasons why the third part in various trilogies tend to be a little bit disappointing.

I wonder how the third part in the Zero Escape series following 9 Hours, 9 Persons, 9 Doors and Virtue’s Last Reward will turn out *laughs*

The new work that is filled with ultimate choices without priorities

Uchikoshi: I was not that adventurous and just made a regular curry *laughs* I knew what the fans of the series were looking for, so I said, “Let’s start with that”.

Ryukishi07: As you can see from the CD illustration, ZERO ESCAPE is clearly more realistic than the previous two games. If 9 Hours, 9 Persons, 9 Doors and Virtue’s Last Reward were aimed at teenagers, I can see that ZERO ESCAPE is mainly targeted at adults who have not played games in a while.

Spike Chunsoft’s Danganronpa is oriented toward teenagers, so as an old man I am happy with this change.

The Zero Escape series is full of choices that you can get lost, depending on your own values, and that’s what makes it interesting!

Uchikoshi: When I am creating a scenario, I come up with routes that I want the players to play through. Therefore, I often put in choices that are obviously meaningless, and the player can kind of imagine the priority of the options, but I think it’s good if the options are ordered as much as possible, without prioritization.

Ryukishi07: There are choices that seem like they would make the player hesitate at first glance, but in fact there is no room for hesitation at all; in fact, it is like “if you hesitate, you lose” *laughs*

But I have no idea which of the choices you were thinking is the correct one, so I always save right before choosing *laughs*

I think this is what Zero Escape is all about. The real appeal of these games is “to be troubled when you have to make a choice”.

In Zero Time Dilemma, there is a new game part called “The ultimate choice”, in which you have to choose between two options, which has never been done in past titles, but all the choice questions are very interesting. It is like the “trolley problem” of Professor Michael Sandel, famous for Justice: What’s the Right Thing to Do?

Uchikoshi: As expected from you. The “trolley problem” is where the concept of  “The ultimate choice” started.

Ryukishi07: The “trolley problem” asks you which choice will you make in a situation where you could reduce the number of victims by sacrificing only one person.

In short, the answer depends on what your victory condition is. If you consider the greater number of survivors to be a victory, then you should sacrifice that one person. In the real world, however, it is best to do nothing because of the social disadvantages of becoming a murderer.

Uchikoshi: In the planning stage, we called it a “Life-threatening choice” for simplicity’s sake, but the truth is that with Zero Time Dilemma I wanted to ask people, “Which choice is the right one?”.
Also, this time around, players are given the right to become editors in Zero Time Dilemma. Players can play the multiple complete story fragments in any order they wish, so that no matter which fragment they start with, everything will eventually be connected.

If 100 people play, there will be 100 different experiences. The order in which people die is also completely different for each player.

Ryukishi07: And on top of that, the order of playing has no priority… The storyline is different for each player, and “Which would I choose?” is something you could have endless discussions about with your friends.

— You choose one or the other in the game, but after you turn the game off, you ask yourself, “Was I really right to choose that one?”… This is exactly the charm of mystery games. Thank you very much for your time today!

2016.06.02

Special talk / ZUN x Ryukishi07

[source: https://thwiki.cc/-/36ij]

The true value of the doujin games “miracle”

From Higurashi to Umineko to Touhou Project — where is the doujin game movement that blossomed in the 1990s headed?

Here is a discussion between two of the top runners who dominate Comiket.

ZUN

Born in 1977. Doujin game creator. Head of the doujin circle Shanghai Team Alice. Started the Touhou Project series in 1996 while still in college. He took a break from his activities when he began working, but resumed in 2002. His latest work is The Great Fairy War ~ Touhou Sangetsusei.

Ryukishi07

Born in 1973. Doujin game creator. Head of the doujin circle 07th Expansion. He has been creating games while continuing his life as a social worker, publishing Higurashi no Naku Koro ni in 2002. He started a new series Umineko no Naku Koro ni in 2007.


The meaning of characters in game design

— Thank you very much for taking time out of your busy schedule.

I think we are now committing a crime against the doujin game world *laughs* The role played by the movement originating from doujin games can’t be overlooked when we talk about the overall game scene of the 00s.

First of all, please tell us about the background of how you both started creating doujin games and why you chose them in the first place. You started first, didn’t you, ZUN-san?

ZUN: I started when I was in college. I have been making games for about 15 years now.

It was the year 1995, right around the time Windows 95 came out. However, I was developing on MSDOS, not Windows. Doujin software back then was quite different from what it is now, and there were almost no something you would call games, and not many people would buy them. I started making games right around the time when the “bullet hell” (danmaku) games were just starting to emerge. There was no such thing as the danmaku genre, it was just a movement. Nowadays, shooters are divided into “danmaku” and “everything else” but at the time, it was just a matter of the number of bullets on the screen gradually increasing.
Then I graduated from college and got a job at a game company, so I took a break from doujin for about three or four years. However, I was frustrated because I couldn’t make the STGs I liked as much as I wanted to at my job, so in 2002 I returned to doujin and made Touhou Koumakyou.

Ryukishi07: I didn’t have anything like ZUN-san’s “huge love for shooting games”, but there was a long period of time when I wanted to make something, even though I didn’t know what exactly. As a gamer, I liked Final Fantasy and Dragon Quest, so I had a vague idea that “if I wanted to make something, it would be a big RPG”.

I used to draw and make cards for trading card games until, after some twists and turns, I came to novel games. I also started noticing that it was actually more enjoying to me to think about the special abilities of cards more than to draw illustrations. In other words, it is the same as creating the setting for a novel game.

ZUN: It is fun to think about things like that. In the case of fighting games, the starting point of game design is to think, “If the character is like this, they would use this kind of technique”, or something like that.

Ryukishi07: The same can be said of Touhou as well. Like, “This character has this personality, so their bullet patterns should probably look like this”.

ZUN: Yes, that’s right. To put it in a cool way, the reason why I am using humanoid characters instead of ships in Touhou is that I thought that by giving them a personality, STG could go one step further to a new stage.

The worst thing about the STGs up to that point was that the system came first. For example, a tank is shooting at you, but bullets are scattered all over the screen. Normally, once the tank is launched, that alone should determine the content of the game to some extent. You could stall for time while the turret is turning and make an escape route.

I think it is possible to design a game with a “system first” approach, but I just can’t get into it. It would be more interesting if a system was designed based on characters and the way enemies attacked. Unlike fighting games, STG lacked this, so I decided to do it myself.

Ryukishi07: I used to play a lot of TAITO’s STGs, but I remember they were limited to inorganic fighter planes that could power up or enemy bosses that changed from the first to the second form. At least until you created Touhou and caused a stir, two out of every three STGs were the ones where the Earth is destroyed in the end *laughs*, and I think the scene was reserved for shooters for maniacs. From the perspective of the average player, just the fact that your character is a beautiful girl rather than an inorganic fighter suddenly motivates you to play *laughs*. The interface is also very intuitive.

ZUN: It’s not only good for players but also helps to add new characters.

If you try to come up with a new system from scratch, you will be limited to thinking about mechanics. But if you have a character, it becomes easier to come up with ideas, because you will be thinking, “I have this character here, so shouldn’t it be like this?”. So, in fact, the characters themselves are not that important. They are just a device to make the gameplay more interesting.

But as time goes by, it gets twisted. Developers start to give a character a lot of details just because they think it will sell better. But they usually fail because they don’t understand the essence of the game *laughs* It is not just a matter of having a character, but whether or not it’s beneficial to the game.

Ryukishi07: “Character moe” alone is not enough.

It has to be a system that is able to be an opponent for the player. But that’s why I hope that people who replay Touhou after finishing it once don’t skip the boss battles *laughs* I’m the type of person who will watch something over and over without getting tired of the cut-scenes.

ZUN: I usually skip over the dialogues in shooters *laughs*

In any game, really. Even in RPGs, I never know where to go next because of it.

Novels are fine, but reading text in games is a pain. I would prefer games that can be played without text.

Ryukishi07: But even in Touhou, dialogues are important because they help to understand the setting.
ZUN: It’s important to make a boss fight exciting. But as long as there is a minimum amount of dialogue, that’s all that’s needed. But isn’t it rather true that novel games are all about the characters?

Ryukishi07: Well, at least I think so. In my case, I am just copying what Key and Leaf have done already. But strictly speaking, often if you just have charismatic characters placed against the story, they will move the plot forward by themselves.

Mine are actually not very character-driven. I am more of a story guy. So, in terms of characters, I lose to those who are making it right. That’s my weakness.

ZUN: In novel games, If the characters are too strong, they’ll just move on their own. That’s fine as long as the characters are charismatic, but I think that novel games are really about the story.

Ryukishi07: I think there are many different ways to create a character, but that’s exactly what I need to learn from Key and Leaf to create more unique ones *laughs*

For me, a scenario is like a haunted house; when everyone is looking at some point in space, and something suddenly jumps out, they will be scared. I like that kind of calculation. In Higurashi, I was switching between fun and horror to rise and lower the mood. I could start with fun and finish with horror, or another way around. Umineko is the same, with a peaceful scene followed by a cruel one. It’s fun to make the player’s mind swing left and right, isn’t it? In my case, I start by surprising the staff members.

ZUN: Shooting games have it too, in a more direct way. Like when I lead a player to the right side, so they are forced to stay and shoot there. But I don’t show it to anyone until it’s done. I like to surprise people too. That’s why I do everything myself, even the test play.

Ryukishi07: That’s a surprise. I thought you were letting someone play a demo or something. Is that how you were able to create that perfect balance?

ZUN: If I show too much to people, I get complacent *laughs* I usually don’t show anything until the game is finished.

I play a lot myself to achieve the balance. Someone will surely argue when I say this, but of all the people who make doujin games, I probably enjoy my own games the most and play them over and over. That’s all I really do *laughs*

Inside and outside of the game

I see now that for both of you, the characters are only there to create a game system or to tell a story in an appealing way.

I would like to ask you how you both view the concept of a “game”.

Ryukishi07: As for me, actually, this may be in direct conflict with today’s theme, but I believe that a novel game not just a game, but you can call it a “game” because the player interacts with it as a game. It is just a different medium from movies, manga, and anime. However, when I saw Neon Genesis Evangelion, I thought there was something game-like about the setting.

ZUN: I think so too. If you ask me, can you call “game” a program that shows text on the screen, I’d say no. A “novel game” has “novel” in its name for a reason. It’s something made for reading.

But maybe that’s the kind of media that is being sought after right now.

Ryukishi07: That’s how it is. In both Higurashi and Umineko, I go out of my way to give instructions on how to play the game, saying, “Everyone, please try to solve the mystery”. Normally, in a novel, there are no any instructions. It is not like a textbook that says, “Let’s think about the protagonist’s feelings” *laughs*

ZUN: If it’s a mystery novel, you should try to figure out who is the culprit, though.

Ryukishi07: That’s right. But if you read an adventure novel, you usually end up just reading it. If you twist it around and ask yourself, “Couldn’t the protagonist use some better method?”, you can turn it into a game.

Kaiji is pretty fun, isn’t it? The protagonist always asks himself questions like “How can I make money?”, “How can I outwit him?”, etc. When I finished reading it, I spent a whole night discussing it with my friends. We were saying things like, “This is how to get off Espoir with more than three stars”. The excitement we felt after reading it resulted in a game.

That’s very interesting. In other words, gaming today is basically a matter of consumer acceptance.

Therefore, to give the story some charm, Ryukishi07-san has created a game outside of the package, while giving it a game-like packaging.

ZUN-san, on the other hand, goes in the opposite direction, utilizing characters and stories that can multiply themselves outside of the package to improve the gameplay of STGs.

In any case, I feel that the essence of a game as you both think of it is how the player actively moves against the given conditions.

Ryukishi07: That’s right. I want players to figure out how to play on their own and think outside the box.

In trading card games, as long as you are just comparing numbers, it is merely a game of numbers. To use ZUN-san’s words, as long as you are saying, “Please stop here and avoid the barrage here”, you are being played by the game. You have to come up with your own ideas and try to find the personality of the enemy character’s attacks, or, in extreme cases, go against the “avoid it like this” prescription *laughs*

I think it was Flandre. There is a barrage called “Maze of Love”, right? The correct method is to avoid it by going around in a circle, but I was stubborn and tried to see how much I could last by avoid it while staying in the bottom of the screen *laughs*

ZUN:  You can do those things, too.

Don’t worry. It is made with such possibilities in mind *laughs*

Ryukishi07: I think that’s another way to play shooting games. If someone’s only goal in a shooting is to clear the final stage, maybe that’s a bit boring.

ZUN: I think that’s fine. It is enough if each individual has a goal, such as clearing the final stage or setting a goal based on the score. Well, people play in strange ways, though.

Ryukishi07: When you kill an enemy on the top of the screen, you suck up an item, right? And if you try to catch more of those and stay on the top of the screen all the time, you bump right into the enemies. So, when I first start playing a new game, I’m very careful and can get to the second or third level, but if I get greedy and start playing on the top of the screen halfway through, I can’t even complete the first level *laughs*

ZUN: That’s only natural. Going up is a dangerous thing. If you try to get more, you won’t be able to clear the stage.

Ryukishi07: But isn’t that the range of different ways to play?

ZUN: Weeell, no, that’s more of an escape. The idea that you have to earn points to clear a stage is supposed to be correct. But if you do that, there is a big difference between those who are good at it and those who are not.

Nowadays, it seems natural that good players score points, and bad players just want to clear the stage. To hide that, I make it harder to clear the game if you go for points. In fact, there are quite a few games that are designed to be kinder to such players. But it feels fairer if the boss becomes stronger the more points you score. It’s a bit unnatural as a design, but the result is fairer.

Ryukishi07: A game that becomes easier the more points you earn sounds a bit too lenient.

ZUN: I also believe that games are not only about their so-called “gameplay,” although this may seem to contradict what I have said so far. There is a big world called Touhou, it just takes form of a game… well, a game itself is like a world in itself. I also write novels and manga, and I have constructed a world that allows me to do so easily.

I try not to settle on too many details so that it is easier to do this.

Ryukishi07: In that sense, borrowing characters from Touhou or Umineko and making them move in ways they did not in the original work can also become a game.

— Maybe it was the idea of “gameplay” in the narrow sense of the word that caused a backlash against the lack of choices in Higurashi and Umineko.

I think the fact that you didn’t implement choices also shows your view of what a “game” is, but was it your intention?

Ryukishi07: For the first two episodes, I was actually thinking of adding choices. That’s why I wrote in the postscript that I would add them in the complete version.

However, even in the feedback for the second chapter, people wrote to me, “Are there no choices?” or “It’s strange that you can’t avoid the bad ending”, and I reacted by saying, “It’s my style to not add choices” *laughs*

ZUN: There are choices in the console version, though.

Ryukishi07: We had a lot of discussions about it. That was fine for doujin games, but in general, there is a deep-rooted feeling that “if there are no choices, it is not a real novel game”. There was that YaruDora series on PlayStation. It was a well-made game, but it had no choices, and so it was received unfairly bad.

So maybe having choices is still seen as a necessity among general players compared to those who play doujin games.

ZUN: In the end, it’s all about volume. People think that having choices is equal to more volume. If it’s a commercial game, you have to add choices. In the case of RPGs, it’s challenges. We are forced to add volume.

Ryukishi07: In my case, I want to write a longer story without thinking about the branching part. In other words, rather than writing a separate bad end route, I would make the original story longer. Also, I don’t like obvious choices. Like in old game books.

ZUN: If you go for the wrong choice, the game is immediately over *laughs*. But if you have some experience, you won’t choose that, so it’s doesn’t feel like a game at all.

— In the end, Higurashi is often evaluated as being a game that objectifies the “looping world” itself by eliminating choices and thus taking advantage of the “what happens if you choose this” structure of novel games in general, as critics such as Hiroki Azuma’s “The Birth of Game-like Realism” have often pointed out. Were you aware from the beginning that you were trying to capture the structure of sound novels in a meta-fictional way?

Ryukishi07: That didn’t happen in the beginning. It was about a year after I started writing, that is, after the second chapter, when I finally realized how to do it. It’s not like I myself know everything about what I am writing. I polish the ideas as I write. Now I write by feel, but I learned as I went along.

But in any novel game, it’s obvious that if you make a choice, go to the ending, and hit reset, you start from the beginning. For me, that was self-evident, so the story naturally turned out that way.

— In that sense, the ending of the Saikoroshi-hen of Higurashi no Naku Koro ni Rei was very suggestive. I think it was a radical way to confront the resettable structure of the world and the mentality of the players who identified with Rika, as well as the one-time-only nature of life.

Ryukishi07: Yes, that’s right. If there were an A ending, which is the best, and a B or C ending, which is different from the A ending, you would think that B or C is a miss, wouldn’t you? But in our lives, there is no A or B, and I think it is very important for human beings to aim for the best possible outcome within the limits of our efforts.

But when you reach an ending and say, “I won’t go for this one, because it’s inferior to that one”, it’s kind of like… I guess in terms of shooting games you could call it “the holy coin”. If continuity is possible, that value of play lessens, isn’t it? You are supposed to challenge yourself to see how far you can go with three remaining lives for one coin, but if you can have unlimited continues, the concept of life and death is lost. It’s the same in arcade games.

If you go for one-coin clear, the game shines, but when you use money power and bring a pile of 50-yen coins to have a lot of continues, it loses its appeal.

ZUN: So, if you continue, it’s a bad ending. That’s the mentality of people who really like games, isn’t it?

Ryukishi07: I wanted to depict that kind of feeling. Ironically, Higurashi became a story about looping and searching for a good ending for 8 episodes, and because of that, the idea that any ending other than a good ending was “less than good” left a bad aftertaste, which I wanted to fix.

What is “sound” for games?

— It seems that both of you are very particular about the sound aspect of your own game design. Can you tell us why you came to emphasize “sound” in that way, and how you see its role in games overall?

ZUN: I couldn’t program when I just started college, and I wanted to play music. But what wanted to write was game music, not for a band or anything. So, I studied how to use a computer and wrote songs using it.

However, in order for game music to be heard there should be a game, so I had no choice but to create my own one. That’s where I started. Game music is a little different from ordinary music. It is never the star of the show, it is just there to liven up the game. It is only to play on the background, and so I wanted to make music where the main focus is on the game.

That way of thinking is still the same for me today. For people who like game music, music usually goes first. Like, “Who composed that song?”. I don’t really like that.

Ryukishi07: The history of game music has several lines of descent, and among them, the lineage from shooting games is a big one. Is that also the root of your music?

ZUN: Probably, yeah. I have mostly played shooters in arcades. It’s not that I just liked it, it’s all I was doing. It was a part of my life. I think it is something that was cultivated there.

Shootings are actually not that interactive compared to sound novels. First you add the music, and then it is easy to direct the game according to it. That is also why I make shooting games. More than in any other genre, good music makes a game better, and the better the game, the better the music. It produces a good result.

Ryukishi07: I see. The nature of the interactive use of sound in the progression of the game may indeed be stronger in sound novels.

I have a theory that “sound novel” has four characters for “sound” (サウンド) and only three for “novel” (ノベル) for a reason *laughs* So the saddest comment I received on Higurashi was “I was scared, so I played it with the volume set to 0. It wasn’t very scary at all”…

ZUN: That’s mean *laughs* Sound novels were created by Chunsoft, weren’t they? Those were really thoughtful games. However, the first one, Otogirisou, had almost no story and branched off haphazardly, and when it branched off, what happened was that it just tried to scare people *laughs* You can tell that they really wanted to create a new genre.

Ryukishi07: I was one of those who were shocked by it. Well, it was like a surprise box. But there were already a lot of parts that made me cry or scared me just through sound. There is a difference between emotions that are conveyed by reading and emotions that are evoked by listening.

Novel games use pictures, music, and text to stir the emotions of the audience, of which sound plays a large role. If it were a shooting game, even 3 minutes would be long, but in the case of a novel game, a scene can last up to 10 minutes if not longer. If the same song is played all the time, no matter how groovy it is, you will soon get bored. It is difficult to make the audience listen to the music for a long time. Novel game music needs to convey emotions immediately after a scene changes. That is why I often tell my composers, “A piece should convey emotion in the first five seconds”.

ZUN: It is difficult to match the scene exactly because the timing changes depending on the reader. Then, the only way is to create a song that starts out with a bang. Preferably, a song should get people excited the moment it’s started. I have several patterns of easy-to-use songs, like a cool one, a scary one, etc.

Ryukishi07: Yes. For example, there is a composer who takes the prelude very seriously, and if it is lasts for a minute and a half, you might go to the next scene before the chorus begins *laughs*

ZUN: I’m not much of a music theory guy, but when I write songs, I try to surprise people on a emotion level.

I know it’s impossible for someone who is studying music properly to suddenly change it. It’s the same as me wanting to surprise the player with a game. Especially in shooting games, you have to concentrate while hearing the music, so the catchier the better. In other games, I would get bored with that, but in shooting games, the playing time is short, so if it’s not catchy, it’s not good.

Shooting is a genre that allows me to create songs with solid melodies that leave a lasting impression.

Ryukishi07: Your music always keeps me on the edge of my seat *laughs*

ZUN: There is no place where I can lower the tension levels. If the first stage of the game is boring, there is no way to get people to play it. That’s why the first stage is immediately exciting. Then, the second and third stages can’t be boring either, so the game gets more and more exciting as it goes.

If you think about it this way, it seems that the technique of emotional manipulation through music is in some ways in competition with waiting for the player’s active challenge, which was mentioned earlier.

Depending on how it is used, it can function as a kind of deception. The film director Luis Buñuel did not use underscores (background music) at all in some of his later films. The musician Naruyoshi Kikuchi has been attracting attention for his suspicion of the “coercive power of music” in it…

ZUN: Yes. If anything, I want the player to think as I think. So, I make songs that I think are good. If I do so, people with the same sensibilities become pleased *laughs*

Music is a religion. No matter how music is made, its influence is propagated as it is, and rarely does everyone have different interpretations about a piece of music. It’s too simple for that. Even the sound effects are too simple to make strange noises when an explosion occurs. It still has to sound like an explosion. That’s why you can’t really play around with it. The music and sound effects are what people are looking for. It has to be something that everyone can hear and understand.

Ryukishi07: Music contains great power in it. For example, if you play scary music against an ordinary background, just with that the scene turns into horror. I think music has tremendous power to control emotions.

On the other hand, there are times when I try to use music that is different from what everyone expects. People notice that, and sometimes they come to me and say, “I disagree with the music choice for this scene”. Players are happy when the music they imagined matches with what they hear. It means that the way they feel is right.

When there is a gap, the player feels uncomfortable. To achieve sense of horror and incongruity, I used some obviously out of place music in Higurashi.

In any case, music is a very powerful emotional control technique, and if used skillfully, it can also be used as a tool in the game.

— Just like characters, the music from Touhou has been taken out of the context of the games by creators and consumers of secondary works, and has been arranged in various ways. I feel that there is a certain game-like quality to it.

ZUN: When you make an arrangement, it stops being a game music. There is no need to make it fit the game anymore. As for the music itself, I think it is very freeing and good.

On the other hand, in many modern games, there are only ambient sounds. The reason for this is clear: games have become more realistic. When the game itself becomes more realistic, adding the music starts to feel unnatural. In the past, games needed sound to stimulate the imagination because the graphics was not enough. But if the game is a one where people are talking all the time, music is no longer necessary.

Ryukishi07: However, as I took a film class at college, I would say that abandoning music in the medium of film, for example, is the wrong direction for challenging the viewer. I think it’s acceptable in the world of novels, but in the world of film, which appeals to the sense of hearing, abandoning it is not a proper choice.

To use an analogy, it is as ridiculous as a competitor saying, “It is natural to run faster on two legs, but I will invent a way to run faster on one leg than on both legs”. In the world of movies and games, which appeal to the eyes and ears, it is not a good idea to reject one of those. If the challenge is just to “let your eyes tell you more than sound”, that’s fine. But abandoning hearing altogether, I don’t know about that.

ZUN: I don’t think anyone abandoning it. A silent film is a silent film because sound is important. If it didn’t matter if there was sound or not, there would be no such thing as a silent film. It is important to make it silent. Silence is one of the sounds. This kind of music was not played in the restaurants in the past. I feel very strange about that. I was thinking to myself, “Come to think of it, restaurants in the old days hardly had any music playing”. Nowadays, it’s normal. It determines the atmosphere of the restaurant. But it doesn’t have to be there.

Therefore, I think we can create a sense of atmosphere with sounds, voices, and sound effects that are not background music. After all, there is no any music in nature.

Direction: scripting and division of labor

ZUN: By the way, do you do everything by yourself, even scripting and direction?

Ryukishi07: It’s made by the staff members, but I make the final adjustments. Sometimes, while I am writing a scenario, I make notes like “please do this” in advance, but most of the time it is at the very end.

Rather, I try not to think too much about direction while I’m working on the scenario.

ZUN: Don’t you want to do those things yourself? I feel it would be easier that way.

Ryukishi07: To be honest, I really want to do it all. Right now, I’m having the staff bung in a temporary project, and we estimating the time needed and things like that. The scenarios are getting longer and longer, and now I need the help of the staff… The production has become much more elaborate than in the past.

ZUN: That’s why I do as much as I can by myself. I even left my job because I didn’t want to work in a team *laughs*

Ryukishi07: Well, I think that’s right.

But I just want to concentrate on writing. Actually, programmers are not that strong in our industry. There are famous scenario writers, famous musicians, and famous artists for text, music and drawings respectively, but we don’t really hear of great programmers who put all that work together.

I have heard that Kinoko Nasu of TYPE-MOON has the direction ready in his mind when he is writing the text, and he is putting the instructions in as he typing.

ZUN: Unlike movies or animation, in the case of games, you have to think about the timing of the controls. It influences the timings of when the music changes, or when an object is destroyed. I think everyone is refining their sense of timing.

Ryukishi07: That kind of expression involving the expansion and contraction of time is actually similar to manga.

Novel games are a completely new genre that adopts the manga and film approaches. They inevitably thought of as manga plus cinema, so they are not considered a new medium. They haven’t gained their citizenship yet, though they may be able to gain it thanks to devices like iPad.

ZUN: Hmmm. I think if they get citizenship, I won’t want to touch them anymore. That’s how I feel *laughs*

Ryukishi07: Well, maybe they are enjoying it because they are stragglers in a way.

The Changing “Derivative works” and the Future of Doujin Game Culture

— Going back to our initial discussion, in your works, the representation of the characters was only a method of expressing the game system or the storyline.

However, I think the desire for communication through derivative works proliferated, which was happening in various forms of expression in the 00s, separating from function and context.

I think that your works, in particular, are outstanding in terms of their ability to induce derivative works. What do you think is the reason for this?

ZUN: That was never my intention. As I said before, I just created the setting so that I could easily use it later.

Ryukishi07: If it is easy for you to use, it is also easy for your fans to use. And you yourself even create derivative works of your own works.

ZUN: I always say that what I am making are derivative works. For example, I did not come up with any of the shrines and gods on my own. And since I use them in my works, they are basically derivative works. I just put a little bit of my own spin into it. Maybe I don’t think of derivative works and original works separately.

Ryukishi07: For me as well, the interface is always derivative. What I want to create is not something that no one has ever seen before, but something simpler, something that allows people to empathize better and experience a whole range of emotions. But I always want to be innovative in my approach.

ZUN: It is perfectly acceptable for fans to build something on top of that.

Ryukishi07: Yeah, I don’t mind. Everyone is welcome to play on the field I’ve set up. And even if I made a baseball field, you are also free to play something other than baseball on it. In fact, that is exactly what a derivative work is.

ZUN: But you don’t think about the place at the time you make it. It’s just how it turns out.

What I want to say is, as I said before, those who intentionally make gaps like that in their games to make it easy for others to create secondary works can mistakenly think that they are modern. There are a lot of those right now, but I want to say: “Please stop that already”. That’s just doesn’t work. It’s wrong to think that having a character is enough. It’s superficial. Every time I see something like that, I think, “Oh my God, they are doing it again”.

Ryukishi07: Inducing creation of secondary works is not something you can aim for. Well, I wanted people to play outside of the field, and it includes secondary works too.

ZUN: You can aim for it. But if you do that, you have to study hard and make it in earnest. Higurashi and Umineko are earnest works, which is why they have become so popular.

Ryukishi07: No, no. If I knew how to aim for that, I would have done it. I don’t know enough to say, “If you’re serious, go for it” *laughs*

— How do you view the fact that derivative works of your two works are flourishing to such an extent?

I would like to ask you about the current state of doujin game culture, including your outlook for the future.

ZUN: It’s a lot of fun. Nowadays, with doujin culture and Nico Nico Douga there have been emerged a certain number of new roads, and we can sort of grasp the big flow of things, but the process expanding is particularly interesting. Right now, I don’t have any “what I want it to be” or “what I don’t want it to be” ideas.

Ryukishi07: I am feeling grateful. It is refreshing to be able to see the world I created from an angle that I have not depicted before. In a way, it is a moment when I, the creator, can return to being a fan. That’s why I love doujin works, and it’s fun to see the characters live on their own.

ZUN: This is my opinion, but I don’t think there is an increase in the number of people who try themselves at developing existing characters, but rather the number of people who try to create new things. When creating something, it is difficult to make a completely original work, so they create using what they have on their hands. So even if you call it a secondary work, it is still basically a new work. I think everyone just wants to make things.

Ryukishi07: I completely agree. In the past, you had to be able to program properly to create something, but now, ultimately, all you need is a phone to do it. As you said, it is very hard to create from scratch.

ZUN: Many of those who try to supplement what’s lacking are those who are creating something for the first time. People who really want to create things come in. Rather than veterans who have done lots of parodies, people who are doing it for the first time or who have always wanted to do it are more likely to come in. I think that is a very good thing.

Ryukishi07: Do you yourself have any particular attachment to originality at all? Is it enough for you to have a character that is easy to use?

ZUN: I’m too lazy to do a thorough research, so it’s faster for me to make it myself *laughs* It is faster and easier for me to do everything myself, not just the characters.

Also, I don’t know much about other people’s works. For a while, I was a just a shooting nerd or rather a game nerd, so that’s all I knew. I didn’t think much about making other things.

Ryukishi07: Looking back, doujin culture has changed a lot. In the old Comiket days of the 80’s, there was an air of fundamentalism about the original works, and doujin was a fan activity, an act of worship, which didn’t allow to go in any strange direction too much.

Then, from the 90s to the 00s, it became normal to put the characters into your own story.

ZUN: VOCALOID would not be popular in the 80s.

Ryukishi07: In those days, it was important to have a story. Nowadays, however, we live in an age of creation by borrowing characters and giving our own stories to them, so as long as the characters feel alive, everyone can create whatever story they want.

So, I think in the future we will see more original works.

ZUN: I’m not sure if that can be called an original work.

Ryukishi07: For example, let’s take Gensokyo. In the past, just having characters that live in Gensokyo would be enough for a secondary work. Nowadays, however, there are interpretations of those characters that you yourself have not depicted before. In the doujin world, there are templates for interpersonal relationships. That’s why such works become possible.

So, I think that as the next step more and more people will start putting their own characters in Gensokyo. Right now, however, I think if you put out an original character in Gensokyo, you will get bashed.

ZUN: There were quite a bit of those in the beginning. Probably there are many people who want to add their own original characters, but as the title gets bigger, the room for that on the contrary becomes smaller. When Touhou was still a small title, it was quite free, but as it gets bigger, it becomes difficult to do.

Ryukishi07: Right. There is not such freedom just yet. I think that will become acceptable in the 10s.

ZUN: Like with Lovecraft. Everyone makes their own stuff in his universe.

Ryukishi07: Even today’s secondary productions contain far more originality than those of 10 to 20 years ago. Perhaps in another 10 years, there will surely be more freedom there.

ZUN: I wonder. As it will go on, we may return to a question of “What’s a secondary work anyway?”. And then, “Why should I make a derivative work when I can make an original one?”.

— Among “Touhou” tags on Nico Nico Douga there is a “Gensou Iri” (“Entering the Illusion”) one, and that’s an interesting one. Basically, it’s about entering Gensokyo, and it is common to depict yourself doing that. I feel that Touhou is exceptionally suited for such things.

ZUN: Because that’s sort of thing that I do. I always include something that is “probably forgotten” as a story seed. Because of the setting, every time I make a new game, I include current events and topics. Something that is interesting because of the present moment. That idea itself is just what people who create secondary works are doing. That is why I have always said that what I am making is a derivative work. Some of them are derivative of nature and some are derivative from Touhou.

— What do you think is the nature of the desire that drives people to communication through secondary works?

For example, people who want to do creative work are supposed to have some kind of message for the world.

ZUN: A message? I don’t think people think about it that much. If I had to say, if there is a message, it would be something like “Hey, I am here”.

Ryukishi07: I think people create because they want to communicate. I doubt people will keep updating blogs that no one reads.

After all, it’s fun because there is feedback. If you create a derivative work of something, you have a better chance of being seen than if you create it from scratch, in the sense that you are a fan who knows the original work. And after you gain some audience through that, why not start making your own original creations?

Human beings are not creatures that can endure solitude, so I don’t think there are many people who enjoy creating things in vacuum. I also make them because I know someone will see them. If I say that in case one day my visibility was go back to zero because of some Doraemon tool or something, and my motivation will stay the same, that won’t be true.

ZUN: Hmm, there are people who do it for such communication, but there are others who do it for other reasons. I think that’s where the separation lies. Everyone groups together with their own people. When subdivided in this way, the word “doujin” may be no longer enough to describe all of them.

Rather than being a possibility, I would call it a path I would choose. I have had this feeling for a while now.

Even among people who make doujin software, there are different ways of thinking. Each of us is connected to a different community, and I can kind of imagine “if these people got together, this is what they would do”.

Ryukishi07: The same game is different in the doujin world and the free game world, isn’t it?

ZUN: Some people want to be professionals, while others are fine with the fact that they are doujin creators. Some believe that a secondary work is good exactly because it’s a secondary work. There is no reason for everyone to do the same thing. Just change the wording and create another community. The only thing left to do is to see who moves on.

Ryukishi07: It’s difficult. After all, you can’t imagine what lies in the future. Then, since you talked about the Big Bang, saying that the future is getting wider and wider, let’s talk about the Big Crunch.

I believe that Comiket was originally an industry of the young, but now there are a lot of people who are older. While there are teenagers coming to Comiket, there are also creators who are much older than us. I think that would make Comiket even more multi-layered than it is now, from the immature to the near-professional level. For example, a 30-year doujin veteran from a kabe-circle might be compared with a work from a circle with one or two years of experience, and the younger group might get lost.

ZUN: That was actually true until recently. But in the past few years, the number of people making doujin soft has increased. Even if it’s a bad product, there are people who publish it. I think that’s a good thing.

Ryukishi07: That’s why I draw pictures even though I’m bad at drawing, as I’m practicing the idea that it’s OK to do doujin even if you’re not good at it *laughs* People often say that it’s fine for official art to be bad. Well, I think that just means that’s the case in the end, but it does not mean that we should go out of our way to draw badly.

ZUN: People say that after the fact, but it’s not that simple. It’s an easy idea, but we shouldn’t be naive. I just believe that we have to allow ourselves to be funny. I say “be prepared to be made fun of”, but since we lack in so many areas, it is only natural. I think new people that have such determination will continue to enter the market.

When you strive for perfection, it really only takes a little of beating up to ruin you. A picture is a symbol. It is enough if it is a minimum representation of that character. It is the professional illustrator who makes the picture perfect. If it is a game or manga, it is enough if it is only an adequate representation.

— In summary, what are your thoughts on where the potential of “a game” lies in the current communication-dominated scene that doujin games have established?

Ryukishi07: Games are not like drugs. They are not something you can just inject and make anyone have fun. It depends on the spirit of the player who wants to enjoy and chew it up. Just having a ball thrown at you is not fun. Doesn’t it only become fun because you throw back the ball you receive and establish communication?

Many people forget about it. In particular, games are something that one side pays for, so if the customer mentality is “I paid for the game, so I should be entertained”, the game cannot actually be enjoyed. Unless the player has an active attitude of “let’s have fun”, the “game” will not be established. No matter how much the media advances, I don’t think that aspect will change. I think the beauty of doujin games is that you this attitude can be stronger than with commercial games.

ZUN: Until about five years ago, I was one of those people who thought a lot about the concept of “gameplay”, but not so much anymore *laughs* It’s natural to have fun when you are playing a game, but I’ve found that “fun” itself is not actually in the game. When you feel “fun”, it is outside.

To share “fun” is itself fun, and sometimes it can be found even in super shitty games *laughs* That is the moment when the content of the game becomes not that important. Of course, I don’t think the creators can control that much.

I just think that games are standing up in a big way now, including this aspect, and it is affecting communication as a whole. I think we can take that as a positive.

Higurashi Back Staff Room: Saikoroshi-hen

Ryukishi07: Hello, this is Ryukishi07.

I’ve been doing a lot of long stories recently, so it’s nice to write something short once in a while!

Yatazakura: I’ll be honest, I’m glad the work was easy, nyari.

Hello, this is Yatazakura who will probably not get paid this time, nyarin.

Ryukishi07: Well, let’s put that aside!

Higurashi has come to an end for the time being, and now we at 07th Expansion are moving on to our next work!

I wonder what shall we make!

So, here we are!

We will hold an emergency meeting to decide what to make for the next work!

BT: …Mi?

Haven’t we already decided that it will be Umineko no Naku Koro ni?

Hi, BT here.

Ni-pah~ ☆

Ryukishi07: Right. I gave it a tentative title “Umineko“, to give the story some direction, but I am not sure if that is really the right way to go.

For me, to create something even more fun, we should throw various ideas into the pot,

simmer it over and over again,

and let this curry stay overnight so it will turn out truly delicious!

Yatazakura: It’s sounds more like yaminabe than curry, nyari.

And doesn’t it sometimes taste better when you don’t mix weird things in, nyari?

Ryukishi07: Stop being so protective!!

An interesting story is the same as cooking!

Exquisite preparation, harmony of spices and unimaginable hidden flavors!

When everything is sublimated to the highest level, it creates a wonderful taste that impresses people!

To achieve this, we study and extract the essence of interesting stories from the East and West, past and present!

We will take them and create a wonderful story that no one has ever imagined before!!

BT: …Mi.

I have a feeling that it is a lost cause, but maybe it is an interesting direction to think in.

Yatazakura: You’re so naïve, nyari….

I already know how it all ends anyway, nyari.

After thinking of a lot of ideas, we will end up shouting something like “It’s just □hime!”, or

“This is F○te!”.

It’s obvious that some famous titles will pop up, nyarin.

Ryukishi07: Hnnnnng, than how about this!

Because we mix interesting elements, we end up with well-known titles!

Then, thinking in reverse, we should throw the famous titles directly into the pot and mix it up like alchemists!!

Yatazakura: I have no idea what you are talking about, nyarin.

…Are you saying that if you take several works that are currently popular and mix them together, you might be able to create something new, nyarin?

BT: …Curry rice, fruit punch and strawberry shortcake.

Individually, they are children’s favorites, but if you mix them all together, no one will eat them, right…?

Ryukishi07: Is it so?

Is it really so?!

Let’s put it into practice, curry and fruit punch are all well and good!

Even the wildest alchemy can produce numerous chemical discoveries!

Yes, there may be something to be gained in the process even if there is no result!

The mission of the 07th is to test it out!

That’s what I’m fascinated by! I long for it!

She is washing her lips in the puddle!!

Yatazakura: …If you eat shortcake mixed with curry, you may want to wash your lips indeed, nyarin.

But, well, I see what you mean, nyarin.

Ryukishi07: It’s all right if you understand!

So, let’s name a recent fad, … no, no, I don’t care about the fad!

Let’s name a title that each of us has been into recently and throw it into the pot!!

Alright…you first, BT!!

BT: …Mi.

It is very difficult to choose just one…

…So, I’ll take the safe way out and name ■ozen Maiden.

Yatazakura: Ho-ho, it’s a pretty great choice, nyarin!

And a plethora of tsundere heroines fits the needs of the times, nyarin.

BT: No, no, that’s not all.

In this day and age when there are whispers about the problem of shut-ins, the novelty of having a hikikomori as the main character!

The figure itself is the heroine, a novelty that fits in with the figure moe era!

And yet, the royal road that all Japanese boys long for, the so-called “espaci○” style, in which the love comes without any hardship, is also firmly in place!

Indeed, no wonder it was such a big hit when it was able to understand the times to such a degree…

It deserves to be the first ingredient in the pot that will boil into the next work of our 07th!!

Ryukishi07: …OK, next is Yatazakura.

…I kinda have an idea what he will say, and I don’t like it ☆

Yatazakura: He-he-he!!

If you are gonna take an orthodox way, you can’t leave out Shonen Ju○p, nyari!

Wooooooooh!

My pick is Sakigake! ■juku, nyarin!

Ryukishi07: Hnnnngggg!!

I- I knew it was coming…!!

The golden age established by Ju○p is also the golden age of battle!

For us Japanese youths, the catharsis of battle has been imprinted on our genes!!

In each chapter, a variety of powerful enemies stand in the way, but the hero and his dependable companions take on and defeat them one after another!

The weakness of conventional battle stories, in which there is only one protagonist, is overcome by increasing the number of protagonists to create variation!

For each battle there are different cards and situations, which helps to maintain a long serialization.

I see… It is the culmination of the battle genre that Shu■sha has built up over the past hundred years!

This catharsis you feel in the heat of the battle is timeless!

It has been fully proven to have an enduring appeal even in the 21st century by F■te!!

BT: …However, I already get the feeling that mixing together ■ozen and ■juku is like putting chlorine and acid detergents together.

Yatazakura: Too shallow, nyarin!

The characters in ■juku are indeed all huge machos in gakurans, and it really does reek of sweat.

But it’s only because it was a Ju○p worldview back then, and moreover, it was a time when Fist the North Star was in its heyday, nyarin.

In other words, the essence itself, not the visuals, but the catharsis of continuous battles and the variety of battle situations, doesn’t contradict ■ozen at all, nyarin!

Ryukishi07: Hmm, that’s a sharp reading, as was expected from Yatazakura!

You are exactly right!

In other words, we can mix the A■ce Game from ■ozen with an ■juku school-style martial arts tournament thing!!

The president of the school will become a hikki NEET!

The tsundere girls will appear uninvited one by one!

I can only see the opening scene as depicting their noisy lively days together!

Soon after, there will be an announcement that the A■ce Game is about to start!!

Boom!!

“W-what, why there is an arena in a place like this!!”

“Come on!

Is there no one here who will fight against Ka○ria, the second doll of the ■ozen Maidens?!”

“I-it’s finally time for me, ■ichigo to step in!”

“Nonsense, now it’s Sui○seki’s turn!!”

“Move aside, you bastards have already lost your fighting skills!”

“W-whaaaat, is it you, ■kuuuuuuu?!?!”

“N-now we’re completely out of the game…”

“Huh.

You seem to have confidence in your fighting skills.

I guess I’ll take it on, that ultimate move of yours, A■SU GAEMU (唖離須外江夢)!!”

“What, A■SU GAEMU…?!”

“Do you know anything about it, Sou○seki?!”

唖離須外江夢 (A■SU GAEMU)

In ancient China, repeated warfare made it imperative to find as many people as possible who excelled in the martial arts.

For this reason, the emperor of the time imposed a harsh ordeal known as the A■SU GAEMU to discover martial artists with rare talents.

The ordeal was so severe that it is said that less than one in a hundred people were allowed to face it and lived to serve.

However, to be qualified for this ordeal was an honor for a martial artist.

It is said that the entire village welcomed the emperor’s messenger who offered to participate in the A■SU GAEMU.

The messenger is said to have worn a rabbit’s mask, in keeping with the tradition of the legend.

Later, this fact served as the inspiration for Lewis Carroll to write Alice in Wonderland.

However, few people know that it originated from A■SU GAEMU.

From “Gin-sama and Lactobacillus” published by Minmei Shobo

“If you want to play the violin so badly, I’ll send you to the King of Hell so you can play for him as much as you want”

“Y-yeeeeah, it’s ■ku’s great upset victory!!”

“Do you see now, Suigin■~!

It’s time for you to give up and surrender!”

“Kukuku, you fools!

Up to now, you’ve only fought those of lower rank, but from next time, this A■ce Game will be a true hell for you!!

Ha-ha-ha-ha!”

Ryukishi07: S-something like this!!!

BT: …Mi~.

I have no idea if it’s novel or ridiculous.

Yatazakura: Even if it’s novel, …feels like it could be already done by some other circle, nyarin…

Ryukishi07: Hgnnn…

You’re right, it indeed resembles some other circle’s works…

B-but it’s not over!!

It’s still just two components!

It is only when you mix the three together that something truly ridiculously novel is born!!!

BT: …Mi~.

Seems like we’re going to get a spirit dryad or something.

We look forward to working with you in the future ☆

Yatazakura: OK, the last one is Ryukishi, nyarin.

What kind of work will he name?

Ryukishi07: Hehehe, I’m glad you asked!

Behold, this is Ryukishi07’s pick!!

Yes, a title so big it’s practically synonymous with the West Hall!

It is the ultimate champion that completely dominates the West Hall of the Comic Market, and it has a lot of fans not only among gamers but also among creative people!

Especially among music circles, it is said that if you don’t make an arrangement CD of “it”, you can’t be called a music circle!

In Tora ○ Ana’s magazine, Tora○, this “genre” dominated the entire top 10 for several years!!

BT and Yatazakura: It… it can’t be?!?!

Ryukishi07: Of course, it’s that legendary STG pinnacle of the doujin world, the Tou■ series!!

Yatazakura: …I- indeed, …you named a really big one, nyarin…!

BT: …Mi~.

But, Tou■ are shooting games, isn’t it?

We can’t make a shooting game in our circle!

Ryukishi07: Of course, the shooting gameplay is out of question, but we can take the essence of the amazing worldview from it!

Hehehe, the classic that keeps firing up the hearts of Japanese youths, juku.

The series that has taken the anime world by storm by capturing all of the needs of the times, ■ozen Maiden!

And finally, the King of Kings of the doujin world, the Tou■ series!

Kukuku, when these three superb elements are blended, the result is inevitable!

We are now destined to create an ultra-super work that will dominate the 21st century!

Yatazakura: I-I understand the theory, but I’m not sure which element should we extract, nyarin.

As BT said earlier, we can’t make shooting games.

BT: …Mi~.

Something that is good about Tou■ aside from shooting mechanics?

…Is it the world view with an unparalleled sense of mystery after all…?

This part of the series is also very popular.

Ryukishi07: Yes!

It is a fantasy world where anything goes!

The unique worldview, which is completely different from all other Japanese RPG-like worlds!

After all, it has a miko,

A girl in a school blazer,

A gothic lolita,

And even a Japanese-style lolita in it!!

And somehow it doesn’t feel unnatural when all of these things come together!!

Ahh, Z○N-san, please give the next boss character a school swimsuit!!

The outfit that is normally out of question, is possible in Gensokyo!!

In Gensokyo, it will look right at home with all the other characters!!

Ahhhh, please give the next boss a school swimsuit, I beg youuuu!!

BT: …Mi~.

I see now that the way Ryukishi plays these games is extremely biased.

With such an evil mind, it is no wonder that he hasn’t cleared the extras yet.

Yatazakura: T… To translate what Ryukishi tries to say to a human language,

It will probably be something like this:

A lot of characters appear in different outfits that he likes,

Hooray!!

Ryukishi07: Hooray!!

BT: …Mi~.

I have a feeling there are other things that we can learn from Tou■…

Well, for now, that’s what Ryukishi wants to take from it, I guess.

Ryukishi07: Kukukuku, hahahaha!!

God be afraid, when these three elements are combined, the new century will fall before me!!

Let’s go, Three Gods Combination!!

Boom!!

“W-what, why there is an arena in a place like this!!”

“Come on.

I am the first doll of the ■ozen Maidens, Suigin■!!

Don’t be afraid, you can come at me all at once”

“W-what should we do, who will go…!

In that arena, the techniques we can use would be limited”

“Kukuku, amusing.

■ku, or how it was your name, you seem to have confidence in your physical skills, but you are no match for me, Suigin■!

If we fight like this, the outcome will be disappointing.

What’s the point in this?

I, Suigin■, will give you a handicap!”

“W-what is she doing?

That Suigin■, she is drawing a line around herself.

It’s looks like a ring”

“…?!”

“Kukuku!

I, Suigin■, will defeat you without stepping outside of this circle.

If I take even a single step outside, I will gracefully admit defeat and change into a school swimsuit as a punishment…!!”

“Huh… These conditions…

I will accept them.

Then why don’t I do this as well?”

“W-what?!

■ku is also drawing a circle around her!!”

“Same as you, I will fight inside this circle.

If I take even one step out of it, I’ll admit defeat, put on a collar and bloomers, and become your servant”

“Wha-wha-whaaaaat!!

■kuuuuu!!”

“Kukuku!

You have some guts saying this with me as your opponent!

You’ll soon regret it, eat up!!

■OZEN MAIDEN ULTIMATE SECRET TECHNIQUE (蝋禅姪殿究極奥義)! !”

“You are out of the circle.

As promised, you’re going to change into your school swimsuit right here, right now, and serve us all a punishment”

“H- …how it can be… Khhh…”

Yatazakura: …The fact that her tone returns to that of Suigin■ after the loss is truly cunning, nyari.

Ryukishi: Kukuku~~!

Gin-sama in a school swimsuit~ Hau hau hau~ I’m gonna take her hooooome~~!!!

BT: I wonder if we can entrust the next work of our circle to such a guy.

I am very worried.

Yatazakura: It seems that we should think about Umineko ourselves, without Ryukishi.

BT: …That’s right, nipah~ ☆

Everyone, please rest assured that we will make a proper work next time.

Yatazakura: Please look forward to Umineko no Naku Koro ni (tentative name)!

We hope for you continuous support in the future!

BT: Thank you, nipah~ ☆

Yatazakura: …Come to think of it, Ryukishi has mixed too many different things together, and that’s why it became a mess, nyarin.

I’m going to ask dai to mix in something of his choice to fix it!

BT: …Mi~!

If dai would add something normal, surely this strange dark pot will become a little more eadible.

Yatazakura: OK, I’m summoning dai!!

Long time no see, nyarin.

dai: Hello, I am dai.

Why have you called me all of sudden?

BT: …Mi~.

We’d like you to name any one manga or anime that left an impression on you.

 dai: Hmm, …Let me think a little bit.

…I have so much it’s difficult to choose.

…How about Drago Ball?

Ryukishi: Fufufufu!

Nice choice, dai-suaaaannn!!

Now we have a mix of ozen + juku + Tou + Drago Ball!!

Why there is an arena in a place like this?!

But the good fight is in vain, with Suigin■ being pushed and shoved!

There is a woman smiling fearlessly!

Whaaat, is it you Barasui▲!!!

Kukuku, I hope you understand that if you lose you will subjected to a shameful punishmenet, gehehehe!!

Suigin■, when you are defeated you are going to put on bloomers,

Bloomers,

With deep red

And white stripes~hah hah!!

dai: …H- hey, …What bloomers have to do with Drago■ Ball…?

BT: …I kinda had a feeling… …He is as vulgar as ever, nipah~ ☆

dai: I- I’m getting worried about the future…

I wonder if this circle is really safe…

I’ll have to think about my future relationship with you all…

Yatazakura: …Please don’t leave us, nyarin!

BT: Nipah~ ☆

Higurashi Back Staff Room: Matsuribayashi-hen

To all of my brothers in arms who have survived the End-of-Project Rush.

Many, many people have helped me write and give life to Higurashi, but this message in particular is addressed to those who have lived through the conception of Matsuribayashi-hen

Ryukishi07, who had been laid up with a cold until the day before, worked on the scenario enthusiastically despite his illness.

The staff, young and old alike, despaired at the bold yet slow writing.

But to them, this pre-Comiket period seemed to be the same as ever…

There is one crucial difference, though.

…No human being can know that the staff has fought for an immeasurable amount of time and in numerous worlds to make that difference.

Yatazakura’s words are too heavy: “I have already used up all my paid days off, so if the preparation for the Winter Comiket will be on the same schedule, there is 700% chance that we will not be able to make it on time…”

…Ah, there was a big change.

Ryukishi07 suddenly announced that he wanted to go to the pool.

He can’t be serious.

It takes some guts talking about the pool when the mastering of the game isn’t even ready.

The staff members have coldly assured him that if he wanted they could arrange themselves to make him swim in the Tokyo Bay.

He also said that he wanted to play video games,

That he had not yet finished playing Nobunaga’s Ambition,

That Hange’s Mahjong was pretty good,

That we will finally beat that bastard Na■-san next time,

That he won’t cry even if he will have to pay for dealing a three color junchan,

That he still had so many things he wanted to do this summer.

…Yes. …Yes.

For the first time, Ryukishi07… thought about what he would do after the month of July.

After all, that was the first summer vacation he got in 4,5 years.

It was no wonder that he was so excited.

…But at this moment it’s 72 hours before the master up.

Maybe he should be looking for typos instead of indulging in his daydreams.

Joking aside, will we really have a summer vacation once it’s done?

… Won’t all the work that we have postponed suddenly fall right back on our faces, all at once?

…It can’t be, it can’t be.

Such a wonderful summer vacation will surely…

It is depressing, so let’s change the subject.

Let’s talk about those who had fought alongside Ryukishi07.

Yatazakura has sworn to devote himself to gaming after Comiket in order to digest his backlog of games.

…According to Ryukishi07, he was buying games faster than he could ever complete them, which increased the amount of yet unopened games in his room.

There was no doubt, he was fighting for a lost cause.

However, there is no way that Yatazakura, a great general (of what, lol?), would have died buried in a pile of games.

…He surely had a foolproof method to move from one game to another after unlocking every hidden CG in them.

…I just hope he’s not going to jail for this.

By the way, what those “criminal games” are?

Please let me install them too!!

At any case, he was preparing a schedule of games to finish, and that list was huge. Thank you for helping all your hard work.

Go on, have fun and above all, rest well!              

Because the next crunch is around the cor-!

It seems that BT has been approached to continue to be the administrator of our circle’s website.

When he was told that he would eventually become the general manager of the circle… he was in a panic and refused outright.

The term “general manager” is really suspicious.

It’s just a position that forces you to do all the tedious work anyway.

If Ryukishi07 had stopped bothering him back then, everything would have been alright, but of course, he insisted and kept saying “Director!”

“President!”

“You’re a mess anyway, auauau www ughh www ueee”

So inevitably, he became angry.

…Looks like Ryukishi07, who didn’t even understand the reason for this, still can’t read people’s feelings and the atmosphere around.

However, thanks to BT’s efforts, our website that once struggled to reach 80 visitors per day now has over 20,000.

Thank you so much for all your time…

And for setting up our LAN network…

Without it, we would not have made it for sure…

Sorry, auau…

Oh also, I love how you showed up with a fan at Yatazakura’s place without noticing that he already had air conditioning inside, that was very moe.

dai is also seem to get better and better.

He was really only supposed to help us with music,

but when he found out that we were in an awful

hurry, and that any help was good to take,

that every little thing could save our day…

He came to visit Ryuukishi07, and as an act of pity, offered him moral support, but that was actually a huge trap.

Locked in this apartment to work day and night, he learned to live in daily fear of seeing his parents launch a wanted notice on him.

But seriously, thank you so much for saving the day…

Kawaguchi also found numerous bugs with amazing divine saves.

Oh, I heard from the president of a certain company that if you could go out to eat, that’s not considered as confinement, right?

So this is not detention, but just a house arrest.

Hence, legal!!

Also, thank you so much for creating that divine soundtrack this time as well…

Tsubaki Naruse is also becoming more and more energetic.

He can use a digital camera, Photoshop, is a chef by profession, and is especially good at Chinese food, and while his shrimp chili is excellent, his deep-fried tofu is something on another level!

He can do everything from washing dishes to separating garbage and cleaning up the room.

He knows how to attract people, do the paperwork for registering to the Comiket, transporting the goods and even delivering the drinks!

If he had had the right chromosomes, I would have proposed to him a while ago…

And if that wasn’t enough, he can take alcohol really well, he is strong at Mahjong, and his percentage of success in Pangya is now out-of-this-world.

We probably should feel sorry for how much work you are doing…

I still remember the other day you told me

“Working time regulation?! What’s that? Can you eat it?”

What a shock…

I remember when we began this project, I worked alone with Yatazakura, but today, many more people have joined us.

Thank you all from the bottom of my heart.

And I insist, it’s not kidnapping!

Uhihihi?

As I type this, the work on the master-up is not finished yet, but when it’s done, let’s go out for yakiniku!!

He-he-he, today it’s my treat!!

“Ah, excuse me!

We’d like to make an order!!

He-he-he, listen to me carefully, honey.

Everything I ask for from now on, please put “extra special” at the beginning, okay?

There is a big difference between a roast and a deluxe roast.

He-he-he, once you’ve had a taste of a deluxe roast, the lower rated stuff is a dog’s food!

Alright, I’m making an order!!

…So, we start with a dish of namul, gukbaps bowls, yukhoe for everyone,

a large portion of rice, of course,

cubes of kimchi radishes with lots of kimchi,

various rolls, there, the ones with the shape of a sweet wrapper.

…And then I don’t know, some coke?”

“Order meat, you bastard!”

“You were supposed to play a straight man and say that none of these dishes have an extra special version!!”

I salute all those, who fought along me through the crunch..!!

Also, a salute to all the warriors who cheered us on and brought us food!

That’s why I can’t stop.

We are running toward that sunset for the next crunch!!

Now, what kind of work shall we make next?

Maybe we can all meet again at a coffee shop and discuss our ideas over some drinks.

I’m sure we’ll come up with more ideas while we’re sipping our strangely diluted coke!

Brothers in arms, we will meet again!!

Now we shall take a rest for a moment.

But the crunch that awaits us next will be the true one…!!

What, it’s my fault that we are always late…?

I’ll make an effort to finish writing the script sooner next time~~

Thanks for finding this Back Staff Room full of private correspondence!

See you all again~~!!

Higurashi Back Staff Room: Minagoroshi-hen

07th Expansion. Emergency Manual No.1

If spontaneous odd behavior is identified in a staff member, the circle leader must quickly remedy the situation before the staff member engages in abnormal social behavior.

However, strict attention should be paid to confidentiality.

Emergency Manual Appendix 9: Questions and Answers

Q. If all of a sudden, Ryukishi07 starts to yell things like

“Do you know what this is, Raiden!”,

“You seem to have confidence in your fighting skills. Then try to take it! This ultimate move!”,

is it appropriate to smack him in the head with an axe kick, or should each individual make that decision separately?

A. Affirmative.

Q. If Yatazakura catches him doing fox hunting in the FD5 zone again, should he immediately provide him educational guidance, or should he to run Ragnarok Online himself to reprimand him via direct messages?

A. A guidance through a MMORPG is not appropriate.

Q. Every time BT discovers a typo, the entire staff calls it out, which is significantly demoralizing, so can Ryukishi07 prohibit this in order to maintain morale?

It’s very humiliating…

A. Just learn to love it.

Q. I heard that Tokika has began to emit Aura, but there is no way he can earn 2M per hour by farming Stingers.

He has to be cheating or using a bot, so I denounced him to the admins, but even though I do it almost everyday, they won’t ban him.

So what, is it normal?

A. Affirmative.

Q. Ekaterina seems to have recently started playing PangYa, and she says incomprehensible things like “Paya~~n☆” and “Tomaback miss~ (>w<;)”, etc. Can I start a PangYa account to better understand this?

Also, can I buy Kooh’s gym clothes set without PP?

A. Stop bothering me and get to work.

Q. The J■DF-related book that Mr. I lent me for reference has scary red stamps with words like “Taking out is forbidden” and “Destroy after reading”.

I was wondering if having it at home is OK.

A. I have no clue what you are talking about. Nipa~☆

Q. While Ryukishi07 was writing Minagoroshi-hen, he purchased a lot of video games, how does this help him in his writing?

A. With Sengoku Basara, he understood the strength of the bonds of a unified team.

Thanks to Beatdown, he now knows that it is important to have as many allies as possible.

Shadow of the Colossus gave him the courage to fight gigantic projects.

Brothers in Arms taught him what it’s like to fight alongside his friends.

As for Shinobido: Way of the Ninja, it taught him that it wasn’t always good to yell to be heard. Sometimes, a more discreet and calm approach is necessary to achieve your ends.

In Tenchu series, that one is the best.

Laying stealth mines in the enemy’s path in advance and using stun grenades to make a surprise attack on an ox-drawn carriage escorted by Taraba’s armored soldiers is the first time I felt such pleasure in an FPS game!

And it’s so exciting to stealth kill the whole the procession of document carriers from the back!

Seven people, including the guards, can all be silenced in less than 10 seconds without anyone noticing!

That’s what I call a ninja!

If you are a type of FPS player who would rather be sniping from the distance, or prefer Assassin to Medal of Honor, I highly recommend this game.

Thus, these games are recognized as having contributed extremely to the writing of Minagoroshi-hen.

Wait, what are you-

pfaodjfsrgtduhvyrgudjl;

Ryukishi: Hello, this is Ryukishi07.

…Well, this time the crunch was really long!

Thank you all for your hard work!!

…Actually, at the time of typing this, I’m in the very midst of catching up.

I can only hear the groans of the men exhausted by the crunch.

Yatazakura: …Hi, this is Yatazakura, nyarin.

…If this scenario was completed it in time for the Winter Comiket, it’s thanks to me, nyarin…

Ryukishi, you work too slow…

…Zzz…

BT: Typos~ Typos~

Hello, BT here.

If I don’t look after it, Higurashi will be in serious trouble.

Typos~ Typos~

Ryukishi: Thank you all so much for all your hard work…

It is only with your help that Higurashi can be successfully released to the world!!

We have managed to finish the 7th chapter of the saga, this time.

And it’s also thanks to the readers that have supported and encouraged us.

The entire team of 07th Expansion thank you from the bottom of our heart.

There is now only one chapter left in Higurashi.

It will be Matsuribayashi-hen.

I will try to make it worthy of being the conclusion to the series.

I hope you will continue to read us until the very end.

Thank you for reading this awkward Back Staff Room…

We hope to have the pleasure to see you again next time.

Higurashi Back Staff Room: Tsumihoroboshi-hen

Ryukishi: Hello, this is Ryukishi07.

Finally, here’s the 6th episode of Higurashi!

If we were in a plane flight, the captain would like to speak to tell us that we were soon going down for a landing!

Yatazakura: In other words, we’re strapped into a seatbelt and have no escape until the crash, nyari.

This is Yatazakura, nyarin.

Ryukishi: Oh, come on!

By the way, what should we make next after Higurashi is finished?

Yatazakura: Putting away the question of whether we can do it or not, I’d like to throw some ideas, nyari.

Alright, let’s go without holding back!

EVEN A MONKEY CAN DO THIS

CLASS FOR OUR NEXT WORK

Yatazakura: Very well, let’s throw our ideas, nyari.

Ryukishi: Yeah.

Yatazakura: First, we need decide on a genre, nyari.

Ryukishi, what was your favorite game when you were a kid, nya?

Ryukishi: My favorite game?…

FINAL F▲NTASY Ⅴ

Yatazakura: Ooooh!

So true, that one was really good, nyari!

Dreams

Adventure

Heroism

Robots…

Meetings, separations, friendship, trials.

Yes, we can use that, nyari!

Final Fantasy

One of the games Ryukishi07 had played like a madman.

The story is fairly simple, but very traditional. It’s really easy to get into its universe, and the game doesn’t take itself too seriously.

It was a story about a battle between our heroes and the forces of evil, that attempted to obtain mysterious crystals, holders of immense power…

Additionally, there was a job system, just like in other odd numbered part of the series, but better, which propels (at least, in my eyes) the game to be among the very bests in the franchise.

There were infinite possibilities to finish each battle, thanks to all of these combinations between jobs and skills. We could beat bosses in so many different ways, thus, making you want to play through the game several times…

It is a widely known fact among those involved that our circle’s mascot character, Rena Ryukishi, was born from the love for this game…

Yatazakura: The RPG genre forces the player to get involved and have an interest to the characters and story.

And the concept that you can overcome any obstacle with hard work, friendship, patience to grind for experience, and belief in victory is very Japanese, nyari.

Ryukishi: Right, right!

Our next project has to be FF.

Let’s make our own FF▼!

Yatazakura: The RPG genre is all about creating a story with three pillars of Shonen Jump — effort, friendship and victory.

And deepening the gameplay with the variety of job combinations.

…Hmmm, if we manage to make a game with all of that, it would be amazing, nyarin!

…But i’m not so sure that we would manage to program it, nyari.

Our game would have to be feasible on Nscripter, nyarin.

Ryukishi: Hmmm…

OK, so in reality, we would have to make a sound novel with a story inspired by RPG elements…

Yatazakura: We would need a really good story, nyarin.

I mean, the battles to obtain all of the crystals of power, it’s cool, but it’s still the signature of FF, nyarin.

Ryukishi, what is your favorite movie, nya?

Ryukishi: Uuh, let me think for a second…

STARRING HARRISO■ FORD (1989)

I■DIANA JONES AND THE LAST CRUSADE

Yatazakura: Oooooh!

Yes, that film was regarded by critics as being an emotional roller-coaster, nyarin!

Ryukishi: Especially the 3rd part, The Last Crusade, which was an epic action film about the Holy Grail, which gifts eternal life, oh and there is also the battles between I■dy and the Third Reich, and the movie happens all around the globe!

Yatazakura: Yes, and compared to all the low-budget films we get lately, it would be great to have one truly impressive work, that would attract attention, nyari.

Ryukishi: True, true!

Our next project has to be Idy.

Let’s make our own Idy!

Yatazakura: I’d like to rearrange it a little be and to set it in the modern era, nyari.

Ryukishi: Yeah, so in summary, that would be…

A team of 4 students, on a great adventure for the Holy Grail…

Yatazakura: No, the Holy Grail is under jurisdiction of the Agency for Cultural Affairs, nyari.

I think you also need to contact the Vatican, and it’s not something that some students can touch, nyari.

If things go badly, it could be a diplomatic incident, nyarin.

Ryukishi: Then let’s just make the main character a cultural affairs worker!

That way he can go in and out of the ancient ruins and get his hands on the legendary treasures!

Yatazakura: Ok, and then?

Is that cultural affairs worker going to fight evil while changing jobs and such?

What’s even a job change in this case?

Do they become a Senshi (warrior), a Kariudo (hunter), a Kuro Madoushi (black mage), nyari?

We no longer are in the era of warrior students, and it’s not something today’s youth want to be called, nyari.

Ryukishi: …Uhmmmmmm…

Oh, I know!!

Yatazakura! What do you think of that!!

To please the young ones, we will give them cool English names!!

It could be Saber instead of Senshi!

Kariudo will become Archer and Kuro Madoushi — Caster!!

We could also have, I don’t know, a Lancer, or a Rider, or a Berserker!

And the heroes chosen by the legendary Holy Grail, which grants the wishes of those who obtains it, are joined by characters with a variety of jobs in a never-ending battle!

Yatazakura: Interesting!!

Ryukishi-san, that sounds awesome, nyari!

Where in the world are you getting ideas like that, that’s genius!!

We would have the jobs of FF with this fantasy taste to it!

And the intense fights around the legendary treasure, just like in Idiana Jones!

And above all, it would be a JRPG, not a sound novel, that would be a first in the entire world, nyari!!!

And we would have a realistic every-day environment and supernatural elements to spice things up at the same time, nyari!!

With something like this, we could revolutionize the world of doujin games, nyari!!

This new work will cause a great sensation!!

Ryukishi: Hooray, we finally surpassed Higurashi!!

Yes, it’s been decided, for our next project, we will make this!!!

Yatazakura: Okay, so we will need to think through all of the good ideas we’ve had yesterday, nyarin!

First of all, what about the title, nyari?

Ryukishi: About that, I have got an idea that’s been in the back of my head, it’s an incredible title!

Yatazakura: What a coincidence, nyari.

I have something in mind as well, nyarin.

Ryukishi: Well then, let’s propose our title at the same time!

Yatazakura and Ryukishi: Fate/say night.

Whaaaaaaaat?!

Higurashi Back Staff Room: Meakashi-hen

Yatazakura: Doryaaa, grit your teeth, nyari!!!!

Ryukishi: Oguooaaa, nice punch, Yatazakura-san.

Sorry for being late with the scenario, tehe ☆

Gubobugya!!

Yatazakura: Making Higurashi is bad for my health, nyari.

I’m sure it will kill me someday, nyari.

Ryukishi: Well~ I was always being pretty serious about it, wasn’t I?!

It’s just that, for some reason, you always come in during my break time!

That time I was plating Ring of Red,

Or Silent Hill,

Or Siren,

Or RO, it was always during my breaks!

Apurogubugya!!

Yatazakura: You are too noisy, nyarin.

Anyway.

This Winter Comiket… we are going to be a kabe-circle [*1], nya.

Ryukishi: Yeah… It’s hard to believe…

It is all thanks to all of you who support us…

But we are going to be right next to Watanabe Seisakusho [*2], right?!

Maybe they just want to put us in the buffer zone?!

Oh, I’m sure that’s it!!

The preparatory committee is just messing with us!

Yatazakura: I remember a few years ago we were placed against the wall of the West Hall… it made me cry, nyari.

Ryukishi: Ah yes, it was a bit like…

Do you remember, in Raystorm’s Space stage there is a boss that shoots lasers from both shoulders, and you have to sneak between them while dodging the bullets, right?

And then, both cannons start to get bigger and bigger, and the space for dodging becomes narrower and narrower.

In Touhou terms, it’s like playing against Marisa on Lunatic?

You know, when she throws two Master Sparks at you all at once!

Oh, but that one doesn’t have any openings, does it?

Yes, maybe that’s a better analogy ☆

They just can throw us in a bullet hell if they wish so!!!

Yatazakura: What a spectacular example, nyarin.

Well, it’s a staff room, so I’ll tolerate your nonsense.

Ryukishi: Eh-heh-heh!

And a hidden staff room too!

Let’s go wild with obscure references!!

Nobody will be able to stop us!

Try keeping up if you can!

Alright, let’s have our usual RO inside chatter!!

First of all, we should talk about Tokika.

The Legend of Super Godly Nerd!!!

Yatazakura: Sounds kinda awesome.

I’d like to see it someday.

Ryukishi: To be honest, I think people in RO who have 2 accounts on 2 PCs are not that rare.

One for running a shop, and one for farming or chatting.

So far, it’s pretty normal.

But, but?!?!

How about 2 accounts + 2 PCs + 1PS?!

PS is PlayStation.

In other words, he can be running a shop, farming AND playing PS at the same time.

Yatazakura: What kind of tentacle porn protagonist is he, nyari?

I can’t imagine this being physically possible, nyari.

Ryukishi: Yeah, I couldn’t believe my eyes!

On his main account, he’s farming Kobolds with his Assassin.

He can afford to let the game run in the background.

He dodges all of their attacks easily anyways.

On his secondary account, he sells or buys Elunium.

And he’s so good at it!

Even when he’s a Priest and has to support members of his guild, he runs a shop on his other account!!

I have no idea how he manages to keep them all alive and without anyone noticing.

But in reality, what he’s really doing during this time, is playing simulators on his

PS.

And when enemies attack or the game loads, he farms with his Assassin.

Yatazakura: I propose a theory that Tokika is actually a Penomena [*3], nyari.

Ryukishi: So, how about you, Yatazakura?

From what I can see in the messages, it seems you are farming Blue Herbs with your VIT Swordsman these days.

Are you saying you have a few thousand in stock?!

And that you have a character that only specializes in farming them!

Yatazakura: The fastest is to use a Magician, nyarin.

One hit of Firebolt and it’s done.

I check several places where Blue Plants spawn and

I manage them.

Once I get the plants, I look at my clock to know when I have to come back

for their respawn.

And I circulate between these few places.

This cool and clever method is only suitable for a Magician, nyarin!

Ryukishi: …I’ve never seen a Magician who was born and mastered Fire Bolt just to farm Blue Herbs in any anthology I’ve read…

Now I’ve seen what it means to be a real man!!

Yatazakura: Speaking of which, BT seems to be playing as a Battle Priest lately.

So, he’s playing a Dancer, an Alchemist and now a Battle Priest…

…Not bad, he’s starting to become something, nyari!

And all of them seem to be over lvl 80, nyarin.

BT is a hard worker, so his leveling is stable, nyari.

Ryukishi: Ekaterina says she learned Body Relocation after the last staff room.

“Stings with BR-FO are no problem nyan!  >d(=w=”, is what she said.

Besides that, she is sad because we only take on the castles in GvG when she’s not there.

She feels jealous!

Yatazakura: How are you doing, nyarin?

Have you changed your job by now, nya?

Ryukishi: Yeah, I don’t know… VIT builds are hard…

When there are no any raids, I just want to say sorry for being born.

If you just try using Mammonite, you can say goodbye to your money.

And it’s too far until I get Cart Revolution…

I am fed up with the Undersea Tunnel!!

Those Hydras keep spawning in group at the entrance and I die the second I get in!

Give me back the passage money!

Mommy, I am sick of it!

Yatazakura: …You are as hopeless as ever, nyari.

This was RO Staff Room, thanks for reading, nyarin!

Ryukishi: We may have fun time chatting, but we are actually in the middle of the crunch now ☆

There are still not enough sprites!

Yatazakura: If you have time to write all this useless text, better get to drawing!

Ryukishi: Yessir, I’ll get to drawing right now!!!

Ehh, but this time the sprites are mostly dudes!!

Keiichi, Kasai and Satoshi?!

Hey, can I just draw them as silhouettes like in Kamaitachi?!

Goburyogobuga!!

Yatazakura: Thank you so much for reading Meakashi-hen, nyarin.

Ryukishi: Thanks to your support,Higurashi no Naku Koro ni has finally entered its second half, Kai.

The next scenario will be called Tsumihoroboshi-hen, and it’s planned to release for the Summer Comiket of 2005.

Yatazakura: We will continue to do our best, nyarin.

So you too, continue to send comments our way, nyarin.

Ryukishi: We will strive to make the story even more enjoyable.

Sorry for the many typos.

Hisui makes the same typos, but people only feel moe for her, why is that?!

Sorry for the many typos.

…Moe!! …Moe!!

Ryukishi-tan, haaa.

Guryopugobya!!

Yatazakura: Please continue to put up with us…

Ryukishi07 and Yatazakura


[*1] Kabe-circle (壁サークル)

A circle so popular that it is being placed close to the wall (壁, kabe) where there is more space to put goods and manage long queues. 

[*2] Watanabe Seisakusho (渡辺製作所)

A circle most known for The Queen of Heart and MELTY-BLOOD fighting games. In 2003 it was disbanded and reappeared as French-Bread.

[*3] Penomena

A mob in Ragnarok Online with lots of tentacles.

Higurashi Back Staff Room: Himatsubushi-hen

Ryukishi: Alright, we are finally starting the Staff Room!!!

After finishing typing this text, we are done~~!

So hi, I am Ryukishi07.

Yatazakura: We are spending too much time on something like this.

I am Yatazakura, nya.

Ryukishi: And even though we two are the main producers of Higurashi no Naku Koro ni, of course we are not working alone.

Yatazakura: Nyaturally.

We should thank the others as well.

Ryukishi: Therefore!

Today I’ll call it a big introduction for all the staff members!

The first two people I have to introduce are 4U & BT~!!!

Please come in, you two!

4U: Hi there~~, I’m 4U.

BT: BT here.

Yatazakura: Thank you, 4U and BT, for always and forever supporting this mischievous Ryukishi07 from the shadows.

Ryukishi: 4U is the first administrator of our website, and BT is the second administrator.

Yatazakura: BT then also created much of the basic system of Higurashi no Naku Koro ni.

I am so thankful…

Ryukishi: 4U is now a solo artist as an original card maker!

We wish him all the best in his future endeavors!

I’m looking forward to seeing your Tsukihime cards!!!

Speaking of which, Akiha!

Akihaaaaaa!!!

Yatazakura: BT-san is not only a developer of Higurashi no Naku Koro ni but also a consultant who gives us advice on the management of our website, mass production plans, circle management policies, and many other things.

Ryukishi: Without the cooperation of 4U and BT, Higurashi no Naku Koro ni would not be possible.

I really appreciate it!

Yatazakura: …Do you, though?

You know, If these two give up on us, in many ways our circle is finished, nyari.

Ryukishi: Of course!!

Maximum appreciation!!

Oh, Mr. Representative, here is a mountain-blossom-colored pastry!

Of course, at the bottom of the box is Fukuzawa Yukichi~!

Yatazakura: …Hi-fu-mi.

BT: Ryukishi-san, that’s not enough~

I mean, please pay my expenses.

Printing costs,

R costs,

And other necessary expenses.

Oh, do you want a receipt?

Ryukishi: W-w-what?!

Then, how about an H illustration of Rika and Satoko by Ryukishi07…

Yatazakura: …Please continue to support this no good Ryukishi07, nyari.

…Bow.

Ryukishi: No, thank you both so much…

…Please don’t give up on me…><

Yatazakura: Alright!!

Next is Tokika!!

He has been helping us especially since the planning of Higurashi no Naku Koro ni and is the spearhead of the test play, reading the first draft of the scenario and giving us his feedback!

…Tokika-san, say hello~~!

Tokika: I can’t take much time today because of the guild meeting.

Yatazakura: Well, well… don’t say such things and make some comment~~!

Tokika: I’m going to GD2 with my guildmates now, see you later.

Oh, sorry, get out of the way!

The Elunium seller has come!

Yatazakura: I once cleared it on hard mode with an Einhänder.

Imagine to get a high-shooter who passes through Acon 4’s Megalith with the speed of 1200.

…Online games are scary, nyari.

Let’s continue!

Ekaterina-san, who has been helping us with various details of Higurashi no Naku Koro ni since the very beginning!

Ekaterina: =w=)< U-nyan ☆

I am Ekaterina.

Yatazakura: Thank you for all the various last-minute, bad-ass jobs you always do.

We hope you will continue to be our circle’s oniwaban…

So, please comment.

Ekaterina: I’ll learn Body Relocation soon~!

Finger Offensive is so strong and fun~!

If I die by Sting, please resurrect me~!

U-nyan! >w<b

Yatazakura: …It doesn’t have anything to do with Higurashi, nyari.

Once again, online games are scary, nyari.

Alright!

Let’s keep going!

Ryukishi: Next up, the superhero of the office K, 2nd department!

Kameya Mannendo~!

Yatazakura: He is my coworker, nyari.

By the way, as the name of the “office K, 2nd department” implies, all members belong to the same workplace, nyarin.

Kameya: Hi everyone!

I am Kameya!

Ryukishi: From Comiket tickets to exclusive tickets for the families of members of the Air Self-Defense Force air show, he somehow can magically get everything!

I guess he is proud of his extensive network!!

Yatazakura: There is something more important to say first, nyari.

Congratulations on your marriage, nyari~~~!!!

Ryukishi: Congratulations!!!

I wish you a long and happy life!!!

But please support us at the next Summer Comiket as well!

Oh yeah~!!!

Yatazakura: Next is Tokika’s friend Amamizu, nyari,

…………but they both went hunting in GD2, so I can’t take his comment.

Ryukishi: Mmm, online games are scary!!!

Yatazakura: He is a very polite and shy, but in the world of R●, his personality turns wild.

Ryukishi: Online games are scary!!

Yatazakura: Next is Tsubaki Naruse, nyari.

He is Ryukishi07’s real friend, nyari.

By the way, I’ve always wondered what’s the deal with the “Tsubaki Naruse’s eyes” in the staff roll, nyari?

Ryukishi: Well.

I had some good image data left over from when I was asked to crop his family photo before.

So, I did a little bit of processing to make those “eyes” in Watanagashi-hen ☆ Tehe ☆

Yatazakura: …What an unauthorized, copyright-shredding, human rights violating thing to do, nyari.

There are so many others I haven’t mentioned, but thank you all so very, very much for everything!

Our deepest and most profound thanks!!!

Yatazakura: Ryukishi, you forgot one more person you should be thanking.

Ryukishi: Hmm, who is that?

Yatazakura:

Ryukishi: …?

Yatazakura: …I won’t help you with the next Higurashi, you know nyari…?

Ryukishi: …A, …ahahaha!!

Right, right!

Let’s introduce Yatazakura as well!

Yatazakura is the very leading figure of Higurashi no Naku Koro ni development.

It all started when he began studying N-scripter and said he wanted to make some kind of novel game!!

Yatazakura: I’m the one who is most at the mercy of Ryukishi07’s ideas and selfishness in terms of direction and script.

Ryukishi: I am always so grateful to you~~!!

Together with you we’ve built Higurashi to what it is today~!!

Yatazakura: Well, well.

It’s good that you understand, nyari.

He-he-he!        

Ryukishi: Hey, Yatazakura, while we are at it… Please introduce me as well~~!

Yatazakura: …Okay, okay, nya.

Now let me introduce you to Ruykishi07.

He’s role is to write scenarios, draw sprites, and be selfish, nyari.

Ryukishi: H, h, hi!

I am Ryukishi07.

Yatazakura: It’s all fine and well, Ryukishi-san, but you’re too slow to write this staff room.

I wish you’d hurry up and finish this stupid text, nyari.

Ryukishi: S, sorry…

Yatazakura: I mean, why is it that Higurashi production is always at the last minute like this?

I wish you’d plan your work better!

Ryukishi: Auu~, I’m sorry~~~~!!

Yatazakura: I mean, if you have time to waste on this, hurry up and start working on Meakashi-hen!!

I’m not going to have another one like last winter again, nyarin~!!!

Are you listening to me, nyari?!

If all you had to say was “sorry”, there would be no need for the police, nyari!!

Are you listening, nyari!!!

Ryukishi: Mmmm…, you’ll just keep talking if you’re given a chance!!

I’m trying my best here too!

I don’t want to be told that much~!!

Yatazakura: Oh, you’ve turned on me, haven’t you, nyari?!

Let’s go PvP, dammit!

Of course on Nightmare, nyari!!

I’ll go as a 1st Class Swordsman, so don’t worry, nya ☆

Ryukishi: Whaaat?!

But your Swordsman can solo a Gryphon, right?!

I’m going to borrow Ekate-san’s Crit Battle Priest then…

Yatazakura: Please use your own character, nyari.

…Have you been properly raising your STR Assassin that you were making a fuss about?

Ryukishi: …Well, …I’ve became a Thief… you know?

Yatazakura: …What about Assassin?

Ryukishi:

Yatazakura: …You’ve got the Xylophone,

Got the Sohee Shoes,

Even got the Wall.

…And failed at that point, nya?

Ryukishi: …T-the way of the new age is shooting games!!!

Touhou is the best!!

Anyway, I think Marisa x Patchouli is the way to go!!

This paring got me!

Patchouli’s “Were you delusional about me too…?” makes my head spinning!!!

Of course, I have high expectations for the Touhou fighting game!!

No, no, of course I’m looking forward to Ragna Battle Online too!!!

Doujin games, banzaaaaai!!!

Personally, I’d like to take a break from making Higurashi and make a Touhou game or something, can we?!

Can we?!

Hey~ hey~ Yatazakura-saaan~~ ☆

Yatazakura: Once again, I, Yatazakura, will say the closing words as Ryukishi07 has departed to the other world.

Thank you very much for picking up Higurashi no Naku Koro ni.

I would also like to thank everyone who was involved in the production and everyone who supported us.

We will continue to do our best and we ask for your continued support and guidance.

July 30, 2004

Ryukishi07 and Yatazakura

Ryukishi: I tell you I saw it!!

A Blacksmith called Ryuuguu Rena in a Deviruchi Hat sold Elunium for 1k less than me!!

Why should I, the creator of Higurashi, be outbid by my own character!!!

Let’s go PvP, dammit!

Yatazakura: Shut up, nyarin!!

If you have time to play online games, hurry up and start working on the next scenario, nyari!!!

Star bash~~!!!

Ryukishi: Ahhh, real life PK!!!