![]() I figured, well, what if you were going to do a mystery-style game - a mystery as a game, instead of a novel? That would be Danganronpa. I'm actually a pretty big fan of mystery fiction. Kazutaka Kodaka: I guess you could say one of the representative things of Japanese mystery fiction is that it's got a lot of twists, turns, and surprises. Can you talk about where the idea first came from, and how you approached it? ![]() It seems that the idea behind Danganronpa is to create something surprising to people. NOTE: As it concerns the writing and development of the franchise, this interview contains MAJOR, UNMARKED SPOILERS for the first two Danganronpa games. In the following Q&A, conducted during GDC, we get into his method, the characters, and what he wanted to accomplish creatively - and into the mind of Monokuma, the series' anti-mascot. He starts with a series of characteristics, and then chooses a sampling that will result in an interesting character - taking note to mix-and-match intelligently for the biggest emotional impact. ![]() The second game does the same thing, but this time on a tropical island - and makes fun of itself for recycling its premise.Īt this year's GDC, the series' writer/director Kazutaka Kodaka gave a talk on his method of creating his brand of memorable stories and characters. The first game is about a group of high school students, all exceptional, pitted to kill each other in a locked high school - by a teddy bear mastermind. What's it all about? It's macabre but hilarious perverse and amoral strange but relatable. ![]()
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