🌟 Spotlight on Furige 20XX

2024幎 2月 28日
This article was featured in our 2024 February issue. Check out more articles and interviews in the full issue.

Furige 2023 The Final: Your Best Free Games

Indie Tsushin celebrated its first anniversary this past December. I started this website because I wanted more people to know about and play the kinds of Japanese indie games that I grew up playing as a student: quick little browser games in Flash, or passionate fan projects downloaded from doujin sites, or deep and intricate RPGs with completely original characters and stories. When setting out with Indie Tsushin, I had basically three models in mind: Indiepocalypse, for showcasing a monthly collection of games in a zine format; literary magazines with their author interviews and packaging a variety of short fiction together; and Furige 20XX, for surfacing tons of great free games and encouraging passionate discussion about them from fans. Almost on the same day when I announced that Indie Tsushin had turned a year old, I learned that Furige 20XX, one of my biggest inspirations, would be held for the last time.

Furige 20XX was an annual event where people would vote for their favorite free games (or furige) of that year. Submissions had to be full releases and completely free, so no ad-supported games, early access, demos, or shareware allowed. They also had to have released between December 1 of the previous year to November 30 of the current year. Did you play a free Japanese indie or doujin game that made you go, "This is it!" Those are the games that deserved a shoutout. Users could vote for as many games as they wanted, but only once per game. In 2023, the time restriction was removed and users could vote for games from any year.

The event was organized by Yatarou Akamatsu, a free games enthusiast and reviewer who ran Furige since 2008. The Furige website is delightfully vintage and immediately takes me back to the late '90s and early 2000s, poking around the corners of the Internet for free Japanese games to download and play. It is a vast treasure trove of amazing free games. Now that the project has concluded, it will remain an archive of some of the best free games from the past fifteen years and more, along with the opinions of all the thousand of people who participated in the voting process.

I was very sad to learn that 2023 would be the final year of Furige, but I am also sure that its legacy will live on, and that people will still be dipping into its archives to find new free games to play for a good while yet. If you haven't yet, please be sure to check out the Furige 20XX archives and find your new favorite free game. Indie Tsushin owes a huge debt to Furige and Akamatsu's work, and to all the people who use the #フリゲ hashtag on social media sites to talk about the games they loved.

We were extremely honored and humbled to be able to speak with Akamatsu about the Furige 20XX project, about free games, about online bubbles of video game discourse, and much more.


Interview with Yatarou Akamatsu (English)

Translated by Renkon

Please tell us a little bit about yourself.

I am Yatarou Akamatsu. I have been active online for about 23 years now. I have done interviews with the developers of free games before, but this is the first time for me to be interviewed. Nice to meet you.

What made you start playing free games? What was the first game that you played, and how did you encounter it?

In terms of my first "encounter" with free games, that would be SuperDepth. I didn't have a game console at home and I didn't have many games installed on my PC, so when I was a kid I was starving for games. It was during this time that I read about SuperDepth in a library book. I don't know how many times I read the two-page game profile and small black-and-white photos. I longed to see how much fun it would be to play as a battleship fighting a submarine before flying off into space. However, my PC was an IBM, which was unusual in Japan at that time, and it wasn't connected to any network services, so I couldn't attain my dream of playing this PC98-only game. When I finally got to play it, it was over fifteen years later.

As for the first free game I can say I played, it was after the release of Windows 95, in the era when magazines would come with CDs containing free software. I remember the first game I played was Daisy Skatin' 2, though it was still a shareware game at the time. An upgraded and free version of the game called Daisy Skatin' 2 Expansion is currently available.

Can you tell us about some of your favorite games and genres? And if you don't mind, could you also tell us what kind of games give you trouble?

I was truly starving for games in my childhood, so I don't have any preferences when it comes to genre. Especially after I started writing reviews for Free Software Chou Gekikara Game Reviews from 2006, I've participated in almost every cross review, and I think my biases towards the genres I play has decreased. Because I didn't have much experience playing games growing up, I have a handicap in terms of skill, but even if I'm bad at a game, I'd like to have fun with it anyway.

However, I think the environment I grew up in still left a strong impact on the way I approach games. While waiting for the hour or so per week that I could spend playing games at a friend's house, I was the kind of kid who would read strategy guides from cover to cover. I had no qualms about exploiting game glitches. In order to maximize enjoyment in my one hour of gaming, I planned it all out in my head. That's why even now, I tend to read strategy guides and spoilers, and play games my own way. Except that, for free games, there usually aren't any strategy guides.

Please tell us about Furige 20XX!

Furige 20XX ran every year from 2008 December to 2023 December, and was a popularity vote for free games. Voting was open to all free games that had been published or updated in the year leading up to the event. "Free games" meaning games that can be played by anyone, free of charge and without providing any personal information, and which do not fall into the categories of commercial, demo, or test versions. Anyone could anonymously and freely vote for several entries and include their comments. In the last few years, I received between 2,000 to 4,000 votes from about 1,000 people, and each event generally garnered about 1,000 game nominations.

The voting was characterized by an extremely broad range of titles, with no restrictions on language, OS, platform, expression, etc. (But in practice, most smartphone games were not eligible for voting. See below.) Voting was not limited to indie games, and there was even a loophole that allowed people to vote for play-by-web games. The idea was to make it open to all people to freely talk about games.

Additionally, as the recent Furige 2023 was the last event, I decided to allow all free games from any year, allowing multiple votes per person and no tallies of the number of people voting on each title. Because of this, we cannot make a simple comparison with previous years, but the number of votes exceeded 20,000 and the number of game nominations reached 7,700. (As of this interview, we still have not determined the total amount.) Thanks to everyone who voted, we are grateful to have been able to end this project on such a perfect note.

How did you get started organizing Furige 20XX?

There used to be a thread on 2chan called "Interesting Free Game Software." Much like 2chan itself, it was a rough place with endless flame wars. However, it spawned a summary site that sorted out game recommendations and reviews. Starting from around 2001, it collected and visualized a wide range of information on free games, but the summary site stopped updating around 2006. The thread returned to being a wasteland.

There is a website called Free Game Mugen. Currently it distributes free games, but before its renewal in 2009, it only had reviews. They still hold the Free Game Grand Prix, but the nature of the award was very different back then. Back then, it was a popularity contest where people simply voted for games that had been reviewed on the site. However, the voting period was very long and there were no restrictions on what people could vote for, so every year the same popular classic works or those similar to them made it to the top, and it was hard to tell them apart. Mugen suspended operations in 2005, and in 2008, it didn't look like it was coming back.

In addition to all this going on in 2008, there were many indie games and contests in Japan that were discontinued or canceled. My biggest concern was the increase of echo chambers, and the loss of connections between players. Free games are supposed to be open to everyone, but only a very small group of a game's fans get excited about them and have no interest in what free games other people are playing, which I think makes for a very boring world. How can I, a person with no name recognition or achievements, break through such a boring reality? Even if I created a space where people could only talk to each other, in the end it would only be among a small circle of acquaintances, and I don't think that would be interesting. I wanted to involve as many players of free games as possible. I wanted the power to break down all these walls. My answer at the time was a popularity contest of all the free games that released or were updated over the past year, held over a short period of 23 days. I wondered... could I stimulate the competitive spirit of the voters, attract more people, create something so big that it could not be ignored, and show that there are so many free games in the world and that there are people who like them?

To be honest, I'm not sure if I was aware of all that at the time. I probably didn't realize how wonderful, and how terrifying, this idea was.

People who enjoy living in their echo chambers probably wouldn't want anyone breaking down their walls. I thought since I am the kind of person who cannot abide echo chambers, I was the only one who wanted to do exactly that.

I remember e-mailing my concerns to SmokingWOLF back in 2008 (I no longer have the logs), but WOLF replied that this was not the case, at least not among the people around them, and that people shared information about interesting free games besides the ones they made. At the time, I might have thought, "It only looks that way to you because you're a popular creator." WOLF was already a popular indie game developer at the time, and created the general-purpose authoring tool WOLF RPG Editor, and organized the WOLF RPG Editor Contest in 2009 for games created with the tool. It became the center of a huge indie game community.

Are there any moments that stood out to you in the fifteen-year history of Furige 20XX?

If I look back and could only choose one moment, it would have to be the 2015 vote. That had the largest number of votes with Inishie Dungeon and ZakuZaku Actors in an unprecedented dead heat, and the contest eventually devolved into small but heated fanbases agitating for the win. I enforced the rules and removed many votes that I suspected of being duplicates, as well as a number of defamatory comments. The final result was 693 votes for Inishie Dungeon and 687 for ZakuZaku Actors, but in truth, nobody knows which work actually got the most votes. These were the highest number of ballots per game in the history of the competition.

But from my opinion as the organizer, these two games are equally as good as the millions of free games out there. If a game gets even one vote, that is proof that at least one person out there likes it. If a game doesn't get any votes, it just means that nobody happened to vote for it among the limited number of people who participated and in the limited time frame of the event. So the fact that the total number of ballots exceeded 3,000, and the number of works that were nominated surpassed 500 for the first time that year, was much more important to me than whichever game won the most votes. But I do regret that we couldn't surpass the voter turnout of 2,200 of that year (not counting 2023, when the votes were not counted). I think 2015 was the turning point of the Furige 20XX project.

What are some of the most memorable comments you've received on Furige 20XX?

I won't get into the specifics, but they did make me wonder at the different comments people wrote.

Some people wrote light-hearted introductions that talked about the gist of the game for other players. There are those who focus on a single point that they liked and go into meticulous detail. There are people who try to liven things up by writing about their experience in a way that people who have already played the game will understand. There are people who start off by saying that they're not good at writing, and then squeeze out all of their impressions. There are those who strike out with words that sting like touching a burning stove. Even one-line comments like "Thanks!" or "It was fun!", or the ballots that did not come with a comment, I believe all of these votes helped someone out there.

Some people try to hold up the games they voted for and write things like, "I can't believe this is a free game!", which is a phrase that annoys some people (like me). But I can't get angry. Other than comments that contrast two games in order to show contempt for one over the other, I don't exclude anything. After all, isn't this the path that everyone has taken once, or might have taken? It's true that my aim is to let people know that there are just as many free games out there that are as good as the ones you voted for. But the most I can do is take you to the edge of the water; the only way to understand how wide and deep is the ocean, is to get in it yourself.

For me personally, I like to dive into a work and comment on its merits as if it were completely my own. Recently this phenomenon spawned a word in Japanese, "oshi" (ed note: someone who is a fan or supporter of something, like a pop idol), and I admire people who are able to fully immerse themselves in something and love it so completely. This is because I am aware that I cannot live that way. But that doesn't mean I am embarrassed by the way I love things.

I'm glad that these results could visualize the different ways of expressing love. Sometimes you may feel uncomfortable with the way other people show their love, or you may despise them. However, there is no proper way to love something. Love does not mean anything goes, but as much as possible, you should be open-minded about the way other people show their love.

Can you tell us about managing Furige 20XX over the course of 15 years? Did you run into any difficulties?

I wish that I could say, now that it's ended, that all my memories of it were fun. But I just can't bring myself to say that.

There are people who attacked game creators for cheating just because they got more votes. There are people who attacked creators for being inferior because their works didn't get as many votes as more popular games. Some authors quit game development because they were crushed by these kinds of attacks.

Of course, the fault lies with the people doing the attacking. This behavior is illogical and unjustified. But how about me? Shouldn't I have known that my desire to ignite a competitive edge to the proceedings would result in such reprehensible people showing up? If the game authors and fans who suffered such attacks resented me, there is no way I could pretend not to know why.

Some authors were sad and angry that they were the only ones to vote for their works despite promoting them to others, and felt that their games were worthless. What can I say to them? Would it matter to them if I said that the quality and value of their work has nothing to do with the number of votes they receive? If they say that I pretended not to see what was going on, I cannot argue. I still haven't found the words to say to them.

Even from my narrow viewpoint, so many things have happened. It undeniably had the potential to alter so many people's lives.

I said many times before that if you get even one vote, it means it must be someone's favorite game. I have tried not to use the word "ranking" on the site or in my own statements. I have even said that the number of votes doesn't tell you whether a game is good or bad, and that the number is meaningless. But this message will only reach people who already "get it," and it won't make it to people with bad intentions. Other than making the vote counts private, there is no way to stop malicious actors. I didn't do that, partly because it is the only way for those who didn't comment to see the impact of their vote, and partly because competing for the most votes is part of the fun. But the biggest reason was that I was afraid that if I let go of the idea of holding a completely free competition, that Furige 20XX itself would turn into an echo chamber. For those who didn't feel threatened by the thought of being in an echo chamber, or who already thought of Furige 20XX as an echo chamber, these people probably can't understand my motivation to avoid such a crisis. They criticized me for being happy to let free games compete with each other, and it is true that I continued to allow it.

I continued to run Furige 20XX because, to put it simply, I wanted to. I believe that even though I knew some people would get hurt, a world with Furige 20XX is more wonderful than a world without Furige 20XX. It's difficult to ascertain the benefits I received from this project, but nothing made me happier than living in a world with Furige 20XX.

I sometimes wonder if this project were run by someone else, would it have been easier to understand, had fewer mistakes, been cooler, and had more people voting.

Every year I recruited staff to help deal with the ballots, and I sometimes hoped that someone would take over running the project for me. However, I quickly gave up on that. It's a tough job just looking up all of the game titles and checking that they meet the voting criteria. On some days I would have to check over a hundred titles per day. Without their help, I would not have been able to manage this project. On top of all that work, I couldn't imagine transferring even more responsibilities onto someone else.

I always thought that I was just doing what anybody could do, and that I just happened to be the one who kicked things off. But I was the only one who actually organized and ran Furige 20XX. That's what it was all about.

Are there any particular points about Furige 20XX that you hoped to convey to users?

I think it's obvious from my previous answers that I am a very particular person. However, such things are "null" to the users. Players are free to love any games they please, and that is the spirit in which I managed this project. If they love this project too, that's great.

In order to get more people voting for the same games they voted for, some people were passionate about posting fan art and calls to vote. There were people who sought out works that only they would vote for, and tried to leave behind traces of themselves and that work. There were people who wrote comments for over 100 titles they played that year, and used it as an opportunity to reflect on the games they played throughout the year. I have tried to accommodate these many diverse ways of enjoying the voting process.

Even if you only check the results and download the titles that catch your eye, I think this project carries a lot of meaning. I hope that you can find your new favorite game. Some people enjoy looking at the order of the number of votes. It is dangerous getting caught up in the "results" of votes from a very limited number of people and time period, but if you know that it's just for fun, then it's all good. There were also people who only looked at the results and criticized the project for this and that. Furige 20XX is over now, so I'm sure those opinionated people will lead us to a bright new future.

Also, from the very start, this project had no intention of contributing anything to the game creators. Our stance was that this was supposed to be a popularity contest among players, so as much as was possible we did not interfere with the creators, but we also did not support them in any way. For creators, I personally believe it is better not to care too much about the players, especially regarding things like how many or few votes you get, because getting caught up in that can make you sick.

But when it really comes down to it, there were a lot more creators than I expected who were encouraged by the project. Even if their game only got one vote, they had confidence that it was someone's favorite. There were people who said they had worked hard on their game with the goal of getting votes. There were people who were grateful that the votes from Furige 20XX brought attention to their works. Above all, the developers' calls for votes increased the number of votes for all works, not just their own. This project was not built on the support of developers and did not aim to support them, and developers were free not to support it in turn. Despite that, I am grateful to the game creators who enjoyed the project, and for helping to broaden its scope.

2008 was a long time ago. Society has changed a lot since then, so naturally the state of indie games has changed a lot, too.

For example, in 2008, very few people had smartphones. Until 2022, Furige 20XX used to identify users based on how they would access via a fixed IP address, but that is now completely outdated. Back in 2008, very few people were making their own games that ran on cell phones, and almost no one was playing such games. Nowadays, everyone is making and playing games for smartphones as a matter of course. By the way, it is up to debate whether free games for smartphones count as "free games." This is because smartphone apps are almost exclusively controlled by the Apple Store and Google Play, both of which require you to register using your personal information, and have both detailed and large-scale regulations on expression. The rules of Furige 20XX stipulated that titles requiring personal information would make them ineligible for voting. However, most players don't care if that counts as a "free game" or not.

In PC gaming, Steam opening up the platform to individuals was a major social change. Where once it was a pain for individuals to sell their games, now they can pay $100 and have the chance to sell them on a huge marketplace. Many other platforms besides Steam popped up, and now there are fewer people selling games from their own websites. From a player's point of view, it is easier to get and update games as well as exchange opinions, all in one convenient and safe place. More than freedom, many players want security. For people who don't know one end of their computer from the other, it is decidedly much safer to be within the walled garden of a large corporation than to risk downloading malware from a strange and unknown website.

From the days when it was taken for granted that things on the Internet are free, to the days when it is obvious that you need to pay for things, there has been a huge shift in attitudes. Phrases like "Take my money" and "This isn't a bank transfer scam" are now used as compliments. As for me, I feel that it is the game creator's exclusive right to put a price tag on their indie game, and people asking to pay for them is stepping over the line and disrespectful, but this is probably just old-fashioned thinking. In fact, maybe you can't help but think that it's unsettling to get games for free.

2008 was also the year Twitter became available in Japanese. During this trend away from message boards and onto short-form SNS and video clips, the emphasis on short, easy-to-understand "buzzy" content also spilled over into games. Even in indie games, people have become much more aware of concepts like clarity and visual appeal, and I feel this has pushed up the standard to new heights. On the other hand, there are some games that are hard to understand at a glance, and you can only realize how interesting they are when you take the time to play through them slowly. I believe that indie games still have a chance to express that kind of fun, but these days it's getting harder to get people to pick up games that are difficult to understand.

In 2008, very few people made videos of themselves playing games, and the number of people who watched them was limited. And the idea that an individual could broadcast a video of themself playing a free game and then receive money from viewers and make a profit, this situation was unimaginable. The issue of receiving money from these broadcasts became a major point of contention, not only for the developers of free games, but also for producers of free content. I can understand why it would be upsetting if others were not only profiting off of materials you provided for free, but in some cases not even offering a word of thanks let alone a share of the money, with viewers who are satisfied just watching the video and hardly any playing the game for themselves. On the other hand, it raises questions like why exactly that is so upsetting and why you would release games for free. I feel as if I am being forced to answer that question for myself.

For indie game creators in general, the need to release games for free is on the decline as the methods of distributing games increases. And for players, free games are only one option, and the incentives to actively seek them out are decreasing.

Game creators should therefore become more self-conscious about publishing their games for free. Becoming more self-conscious can also be a hassle. However, I expect that games published for free, a method which developers chose in the past for negative motives such as that it was the only option available to them, will become more interesting if games are published with a positive motive, such as developers daring to make their games available for free. The number of people choosing to release their games for free may be lower than before, but it's nothing to be sad about. They're not going to disappear. People who want to release free games can do whatever they want with them, however they want.

There are always going to be people who underestimate the value of a game just because there is no price tag, and this is a big issue that will probably never be fundamentally resolved. That said, the idea that a free game has inherent value just because it is free is also biased. For players, games are ultimately all about whether it's interesting. It's true that some experiences can only be found in commercial AAA titles, and it would be foolish to aim for that with an indie game. But that's not the only thing that makes a game interesting. As a developer, you can create whatever fun things you want, and as a player, you can respond to the fun presented to you, and if you like it, you can share it with the people around you. It's all up to the individual.

You mustn't push people who don't want to swim into the sea and beat them with sticks. But guiding them to the water is something anyone can do, even you. With the wide sea spread before them, the people who want to swim, will swim; that's all there is to it.

Free games are of course free, but finding them can be quite a challenge. What keeps you playing free games?

The difficulty is not in "finding" free games. If you aren't picky, knowing just a few of the major distribution sites should be enough. You can find games that look interesting with just a quick glance, and have more than enough to keep you entertained for the rest of your life. But there is a chance that you will be drawn to games that don't suit you.

So in other words, the difficulty lies in making "the best use" of your time, playing only the games you want to play and avoiding the ones that don't suit you. If you follow players whose tastes seem to match yours and read their impressions, you'll have a better chance at encountering a game that suits you. But what if you can't find anyone whose interests match yours? What if you want to play a game that others aren't talking about? The only way to find out is to take the time to search for games, play them, and find out for yourself. Playing free games is a hobby that hardly costs any money, but definitely takes a lot of time. It is basically immune to the current trend of "respecting players' time." It is only when you start to enjoy the search itself that it becomes truly fun.

Look through Furige 20XX. All the names there represent a game that someone voted for as their best. So out of the more than 7,000 titles listed in Furige 2023, how many are right for you? In the past, even the titles that got the most votes didn't capture 20% of the vote. With such a wide variety of games and players with different tastes, the only way to find what games you like is to actually gain experience playing them. Playing a wide variety of games may broaden your tastes, or it may help to clarify and confirm your preferences.

What happens when you become too picky and are no longer satisfied with the games out there? Well, then there is nothing left but to make your own games, right?

Have you ever wanted to make your own games?

Actually, I've already published a game, but I cannot objectively recommend playing it. Whatever quality you are looking for, this doesn't have it. Someone actually voted for this game in Furige 20XX. Well, I guess I don't feel bad about it... really.

I have been told many times in the past that I am more of a creator than a player. I still don't know what they mean by that. Will I ever figure it out?

Do you cover free games in any other capacity, like writing game reviews or blogging?

I'm still writing reviews for Gekikara. I want to continue doing this for as long as I can.

Do you have any projects lined up for the future?

I've just finished one huge project, and I'm not ready to start something new just yet. But I'm sure that I'll start something soon. That's life: too short to do anything, but too long to just do nothing.

Having said that, about two years ago I started analyzing bugs in Final Fantasy 6 as a means of relaxing, but got burned badly doing that. It was just too narrow and too deep a rabbit hole. For now, I just do it purely as a way to relax, and it's hard to think of it as a stepping stone to something else. But you never know what will happen in life, and you never know how things will turn out. I think we should just enjoy each moment to the fullest, without rejecting those who come or chasing after those who leave.

Do you have any messages for the many Furige 20XX fans and those who want to try free games in the future?

Furige 20XX defines a free game as "a game that can be played by anyone, free of charge, without needing to provide personal information, and that is not a commercial, trial, or test version." I believe that the meaning of "free game" is nothing more and nothing less than that, and is simply a classification of how a game was published. Its breadth is so vast that it cannot be summed up in a single word or phrase. The cultural background of the works, the motivation and purpose of why they were released for free, what makes the creators and player base happy, the means of expression, these are all different from game to game. People often talk about "the free game community" or "free game culture," but this is just the limits of their field of view and the names of the echo chambers to which they belong. I am no different from them. I have written many such pretentious things, but these are just my beliefs based on my own experiences, which are small and biased compared to the whole wide world. There is an entire world out there where such "common sense" does not apply, and it stretches on forever.

As for you, do you think it's scary? Or do you find it interesting? On the Internet, you will encounter people and works that align with your way of thinking, and you will also encounter people and works that are far off the mark. You will encounter people and works that benefit you, and people and works that will harm you. And you yourself can be a benefit to someone else, and at the same time, you can be harmful to someone else. You never think that you will harm others, right? Or do you just accept that it is the people who get hurt are the ones at fault?

If you don't want to be hurt and don't want to hurt others, you may need to avoid living with others and spend your time living in secrecy. But maybe you desire to open your heart. Playing games made by others, and having others play games made by you, can provide an intense experience that is hard to find any other way. Without words, received directly through the player's actions, it is possible to receive an experience of the mind and body. And releasing games for free has the potential to transcend all barriers and reach people you will never know.

I would like to believe that there is still hope for the Internet for even a little while longer. I am not forcing anyone to do anything. But, maybe you choose to "dare." Whether you succeed or fail, no matter what, I'm sure it's all part of a wonderful life.

Thank you for sharing your thoughts with us!

Edit 2024 March 4: This article has been edited to reflect that Akamatsu has only previously made one game, and other minor edits for clarity.


赀束匥倪郎さんぞのむンタビュヌ日本語

自己玹介しおください。

赀束匥倪郎です。ネットで掻動し始めお23幎ほどになりたす。フリヌゲヌム䜜者ぞのむンタビュワヌをやったこずはありたすが、むンタビュヌを受けるのは今回が初めおです。よろしくお願いいたしたす。

フリヌゲヌムを始めたきっかけは䜕ですか。初めおプレむしたゲヌムは䜕ですか。どのようにしおそのゲヌムに出䌚いたしたか。

フリヌゲヌムずの「出䌚い」で蚀うず、SuperDepthが最初です。家にゲヌム機が無く、PCにもほずんどゲヌムがむンストヌルされおいなかったので、幌少期のボクはゲヌムにずおも逓えおいたした。そんな時期に、図曞通にあった本の䞭で玹介されおいたのがSuperDepthでした。小さな癜黒写真ず2ペヌゞほどの玹介文を䜕床読み返したか知れたせん。朜氎艊ず戊っおいた戊艊がやがお宇宙に飛び立぀なんお、どれほど楜しいゲヌムなんだろうず憧れたした。しかしわが家のPCは圓時日本では珍しかったIBM PCで、ネットにも接続されおいなかったので、PC98専甚の本䜜をプレむするのは叶わぬ倢でした。ボクが本䜜をプレむするのは、それから15幎以䞊埌のこずです。

初めお「プレむした」フリヌゲヌムは時代を䞋りWindows 95発売埌、雑誌にフリヌ゜フトが収録されたCDが付属する時代になっおからです。初めおプレむしたのは、圓時はただシェアりェア版でしたが、Daisy Skatin' 2だったず蚘憶しおいたす。珟圚はバヌゞョンアップしたフリヌゲヌムDaisy Skatin' 2 Expansionが配信䞭です。

もしよろしければ、ご本人にずっお䞀番奜きなゲヌムや奜きなゞャンルをご玹介お願いしたす。䞍郜合出なければ苊手なゲヌムも教えおください。

本圓にゲヌムに逓えた幌少期を過ごしたので、ゞャンルによる奜き嫌いはしおいたせん。特に2006幎からフリヌ゜フト超激蟛ゲヌムレビュヌでレビュヌを曞き始めお以降、クロスレビュヌにほが党お参加し、プレむするゞャンルの偏りは枛ったず思いたす。幌少期のゲヌム経隓が少ない分、技量にハンデはあるのですが、どうせなら䞋手でも楜しみたいじゃないですか。

ただ、幌少期の環境は、今なおボクのプレむスタむルに匷い圱響を残しおいたす。友達の家でプレむする、1週間に1時間皋床の時間を埅ちわびお、ボクはプレむ前から攻略本を隅から隅たで読む子どもでした。りラ技にも党く抵抗感がありたせん。すべおその1時間を楜しむためだけに、頭の䞭でどうプレむするかプランを立おおいたした。そのため今でも、攻略情報やネタバレを読んで、自分なりのプレむを远求する方向に行きがちです。たあフリヌゲヌムだず攻略情報が無いこずが倚いんですけどね。

フリゲ20XXずいうむベントに぀いお教えおください。

2008幎12月から2023幎12月の毎幎12月に開催しおいた、フリヌゲヌムの人気投祚䌁画です。投祚察象は開催前の1幎間に公開・曎新されたフリヌゲヌムすべおです。「フリヌゲヌム」ずは、ここではすべおの人が、無料で、個人情報の提䟛無く遊べる、営利目的や䜓隓版・テスト版に圓おはたらないゲヌムのこずです。誰でも匿名で、任意でコメントを添えお耇数の䜜品に投祚するこずができたした。ここ数幎は玄1000名の方から20004000祚ほどいただき、抂ね1000䜜品が名前を連ねる皋床の芏暡で開催しおいたした。

投祚察象がきわめお広いのが特城で、蚀語・動䜜環境・公開堎所・衚珟等々、制限無く投祚するこずができたした。ただし実質的に、スマヌトフォン向けのゲヌムはほずんどが投祚察象倖でした。埌述投祚察象はむンディヌゲヌムに限りたせんでしたし、たた投祚芏玄に抜け道があり、PBWゲヌムに投祚するこずすら可胜でした。すべおの人に開かれたゲヌムに぀いお語る、すべおの人に開かれた堎所にしようずいう思いがありたした。

なお先日開催したフリゲ2023は、最終回ずいうこずで、党期間すべおのフリヌゲヌムを察象ずし、重耇投祚あり、人数の集蚈なしずしたした。そのため䟋幎ず単玔比范はできたせんが、祚数は20000を超え、埗祚䜜品は7700に䞊りたした(回答圓時は未確定)。投祚しおくれた皆さんのおかげで、この䌁画にふさわしい最埌を迎えるこずができ、ありがたく思っおいたす。

フリゲ20XXを始めたきっかけに぀いお教えおください。

昔2ちゃんねるに「フリヌ゜フトで面癜いゲヌム」ずいうスレッドがあったのです。2ちゃんねるのご倚分に挏れず、誹謗䞭傷の応酬が絶えない荒っぜい堎所でした。しかしそれを濟過し分類し、ゲヌムの掚薊情報や内容あるレビュヌだけを抜出したたずめサむトが倧きな圹割を果たしおいたした。2001幎頃から幅広いフリヌゲヌムの情報が集められ、可芖化されおいたしたが、2006幎頃たずめサむトの曎新が途絶。スレは荒野に垰したした。

フリヌゲヌム倢珟ずいうサむトがありたす。今はフリヌゲヌム配信サむトになっおいたすが、2009幎のリニュヌアル以前はレビュヌのみを行うサむトでした。珟圚も同サむトで開催されおいるフリヌゲヌム倧賞ですが、圓時は倧きく性質が異なっおおり、同サむトでレビュヌされた䜜品にただ投祚する人気投祚でした。しかし投祚期間が非垞に長く、投祚察象にも特に瞛りが無かったため、毎幎䌌たり寄ったりの叀兞的人気䜜品ばかりが䞊䜍に入り、倉化がほずんど芋えたせんでした。そんな倢珟も2005幎から掻動を䌑止、2008幎圓時は埩垰の芋蟌みが芋えたせんでした。

2008幎はそれらに加え、倚くのむンディヌゲヌムのコンテストやむベントが廃止・䞭止された状況が日本にはありたした。そこでボクが最も懞念したのが蛞壺化、プレむダヌ同士で共通の話題が無くなるこずでした。本来すべおの人に開かれおいるはずのフリヌゲヌムなのに、ごく狭い䜜者のファンだけがそれで盛り䞊がり、隣人がどんなフリヌゲヌムをプレむしおいるのかたったく興味がない、そんな䞖界は぀たらないず思いたした。 知名床も功瞟も䜕も無いボクが、どうすればそんな぀たらない珟実を打砎できるのか。ただ語り合うだけの堎を䜜っおも、所詮は内茪のなれ合いで、面癜いずは思えたせんでした。ボクはできる限りのフリヌゲヌマヌを巻き蟌みたいず願いたした。あらゆる壁をぶち壊すだけの力を欲したした。23日間ずいう短期間開催される、1幎間曎新されたフリヌゲヌムすべおを察象ずした人気投祚ずいうのが、その時のボクの答えでした。投祚する人の競争心を刺激し、人を呌び蟌み、無芖されない皋おおきなものを䜜り出すこずで、䞖界にはこんなにも倚くのフリヌゲヌムがあるのだ、それを奜きな人がいるのだずいうこずを知らしめようずした  かどうか。

圓時のボクにそこたで自芚があったのかは正盎よくわかりたせん。おそらくそれがどれほど玠晎らしく、恐ろしい発想なのか、ボクにはただわかっおいなかったのです。

蛞壺の䞭で楜しくやっおいた人たちは、誰もそれをぶち壊すこずを望んでいなかったでしょう。それを望んだのは、どうしおも蛞壺の䞭に入れない性質を持っおいたボクだからこそでした。

2008幎圓時、SmokingWOLFさんにこうしたボクの懞念をメヌルした蚘憶があるのですがログは玛倱しおしたいたした、WOLFさんからは、それは少なくずも自分の呚囲には圓おはたらない、自䜜以倖の面癜いフリヌゲヌムの情報も亀換されおいる、ずいう返信がありたした。圓時のボクは、あなたは人気䜜家だからそう芋えるのだ、ず思っおいたかもしれたせん。圓時既に人気むンディヌゲヌム䜜者だったWOLFさんは、2008幎に汎甚オヌサリングツヌル「WOLF RPG゚ディタヌ」を䜜り䞊げ、2009幎からそれで補䜜された䜜品を察象ずした「WOLF RPG゚ディタヌコンテスト」を䞻催。むンディヌゲヌムの䞀倧コミュニティの䞭心を担っおいきたす。

フリゲ20XXでの15幎の歎史で䜕か印象に残った出来事はありたすか。

振り返っお1぀だけ遞ぶなら、やはり2015幎の投祚でしょうか。祚数最倚を争っお、むニシ゚ダンゞョンずざくざくアクタヌズの2䜜品が異次元のデッドヒヌトずなり、加熱した争いは぀いにはごく䞀郚のファンの煜りあいにたで発展したした。ボクはルヌルに則っお、重耇投祚の疑いがあるず刀断した倚くの祚を取り陀き、ごく䞀郚の誹謗䞭傷を含む投祚を取り陀いたたでです。結果、むニシ゚ダンゞョン693祚、ざくざくアクタヌズ687祚で決着したしたが、真実、どちらの䜜品がより倚くの人に投祚されたのかは誰にもわかりたせん。これが䜜品毎の投祚数における歎代最倚ずなりたした。

しかし運営ずしおのボクにずっおは、この2䜜品も数癟䞇のフリヌゲヌムのなかの2぀、すべおが等しく特別な存圚です。1祚でも埗祚したなら、投祚するほど奜きな人が1人はいる蚌です。埗祚しおいなくおも、限られた人数、限られた期間の䞭で投祚する人がたたたたいなかっただけのこずです。なので、この幎総祚数が初めお3000を超え、埗祚䜜品数も初めお500を超えたこずは、祚数争いよりもずっずボクにずっおは重芁でした。2220人ずいう投祚人数が史䞊最倚集蚈しおいない2023幎を陀くになっおしたったこずには、若干の悔しさもありたすが。この䌁画の1぀の転機になった幎だったず思いたす。

フリゲ20XXに寄せられたコメントで今たで印象に残ったコメントなどがあれば教えおください。

具䜓的にこれず挙げるこずはしたせんが、人によっおコメントのありようはこうも倉わるものか、ず思いたす。

埌からプレむする人のために、軜快に芁点を抌さえた玹介文を曞く人がいたす。自分の奜きなポむント1点に絞っお蕩々ず語る人がいたす。䜜品をプレむした人にはわかるネタを曞いお堎を盛り䞊げようずする人がいたす。文章は苊手だず前眮きしながら、絞り出すように感想を曞く人がいたす。䞋手に觊るず火傷しそうな、煮えたぎる思いを叩き぀ける人がいたす。「ありがずう!」「楜しかった!」その䞀蚀のコメントでも、䜕もコメントが曞けずそのたた送った投祚も、党お誰かの助けになるずボクは信じおいたす。

䞭には、投祚した䜜品を持ち䞊げようずしお、「フリヌゲヌムずは思えない!」なんお、(ボクのような)䞀郚の人間をムッずさせるフレヌズを曞く人もいたすよ。でも怒っおはいけたせん。特定察象ず比范しお䞀方を貶めるようなコメント以倖は、ボクは排陀しおいたせん。だっお皆さんも通った道、あるいは通るかも知れなかった道ではありたせんか? 確かに、䞖の䞭には君が投祚したのず同じように玠晎らしいフリヌゲヌムがあるこずを知っおもらうのがボクの目的です。でもボクにできるのはせいぜい浜蟺に連れお行くこずだけで、海の広さや深さを知るには、自分が海に入るより他にないのです。

ボク個人ずしおは、䜜品の䞭に飛び蟌んで、たったく我が事のように尊さを語るコメントが奜きです。最近日本語では「掚し」ずいう蚀葉が生たれたしたが、そのように、すべおを自分の䞭に取り蟌んで愛するこずのできる人にボクは憧れたす。自分にはできない生き方だず自芚しおいるからこそ、です。でもだからずいっお、自分の愛のあり方を恥ずかしく思ったこずはありたせん。

そうした愛の倚様性もたた、可芖化できお良かったず思いたす。時に他人の愛し方に違和感を芚えたり、䟮る気持ちが芜生えるこずもあるでしょう。しかし愛のあり方に本来貎賀はないのです。愛があれば蚱されるずいうこずはありたせんが、できるこずなら他の人の愛し方に寛容でありたいですよね。

15幎間ずいう長い間、フリゲ20XXをどのように運営したか教えおください。倧倉だったこずずかありたしたか。

終わっおしたえば、すべおが楜しい思い出です、ず蚀えればいいのでしょうが。ボクはどうしおもそう蚀う気持ちになれたせん。

祚数が倚いからず蚀っお、䞍正を働いたず䜜者を攻撃した人間がいたした。祚数が少ないからず蚀っお、祚数が倚い䜜品より劣るず䜜者を攻撃した人間がいたした。そうした攻撃が負担ずなり、ゲヌム補䜜から離れた䜜者がいたした。

圓然、それは攻撃した人間が悪いです。どのような理屈をもっおしおも正圓化されるこずはありたせん。ではボクは? 自分の望みのために、競争心を煜るこずを手段ずした時点で、そういった䞍埒な茩が出珟するこずをボクはわかっおいたのではないか? そのような蟛い目に遭った䜜者やファンがボクを恚んだずしお、たったく身に芚えの無い逆恚みだず蚀い逃れるこずは、ボクにできるわけがないのです。

自䜜ぞの投祚を呌びかけたのに、自分しか投祚せず、自分の䜜品には䟡倀がなかったず悲しみ憀る䜜者もいたした。ボクに䜕が蚀えるのでしょう? 䜜品の質や䟡倀ず祚数の倚寡にはなんの関係も無いず理屈を語ったずころで、その人の心に届くでしょうか? ボクは芋お芋ぬ振りをしたず蚀われおも仕方ありたせん。その人に掛ける蚀葉は未だに芋぀からないたたです。

ボクの狭い芖野の䞭でさえ、これだけ様々なこずが起きたのです。本圓に倚くの人に、ずもすれば人生に関わるような圱響を及がしたのは間違いありたせん。

今たでにボクは䜕床ずなく、1祚でも埗祚したなら誰かにずっおのベストには違いないのだず蚀い続けたした。サむトや自分の発蚀で「順䜍」ずいう単語を䜿わないようにしたした。䜜品の良し悪しは祚数なんかでわからない、祚数なんお意味が無いずさえ蚀っおきたした。しかし、その皋床のこずでメッセヌゞを受け取るのは「わかっおいる」人だけで、悪意ある人間に届くはずもありたせん。祚数を非公開にする以倖、悪意を止める方法はありたせん。それをボクがしなかったのは、コメントしなかった人にずっお自分の祚の意矩を確認する唯䞀の方法であるこず、祚数を競うこずが投祚者にずっおの楜しみの䞀぀であるこずも理由です。しかし最倧の理由は、完党自由競争ずいう手段を手攟したら、もはやフリゲ20XX自䜓が蛞壺になるずいうボクの危機感でした。蛞壺化に危機を芚えない人、あるいは既にフリゲ20XXを蛞壺だずしか考えおいない人にずっお、これはたったく理解できない動機だったのでしょう。圌らはボクがフリヌゲヌムを競わせるこずを喜んでいるのだず非難したしたが、ボクがそれを蚱容し続けおきたのは確かです。

ボクがフリゲ20XXを続けおきたのは、䞀蚀で蚀えば、ボクがそれを望んだからです。傷぀く人が出るのを知っおいおなお、フリゲ20XXのある䞖界の方が、フリゲ20XXの無い䞖界より玠晎らしいず確信しおいるからです。この䌁画でボクが埗る利益ずいうのはずおも芋えづらく、痛くない腹を探られるこずも時にありたしたが、フリゲ20XXがある䞖界に生きられる喜び以䞊の利益は䜕もありたせんでした。

ボク以倖の人間が運営しおいたら、もっずわかりやすく、間違いが少なく、かっこよく、より倚くの人に投祚しおもらえる䌁画に育ったのではないか、ず思うこずもありたした。

毎幎ボクは投祚調査のスタッフを募集しおいたしたが、その䞭から、ボクから運営を匕き継いでくれる人が珟れるんじゃないかず期埅したこずもありたした。しかし、じきに諊めおしたいたした。タむトルだけを頌りに䜜品を探り圓お、その䜜品が投祚察象ずしお基準を満たしおいるか、倚いずきで1日100䜜品以䞊確認する䜜業は、それだけで十分忙しいものです。圌らの助けがなければこの䌁画はずおも運営できたせん。その忙しい䞭、さらにボクが背負っおいる責任を誰かに移転しおいくこずなんお考えられたせんでした。

ボクはずっず、自分は誰にでもできるこずをやっおきただけ、たたたた自分が始めただけ、ず思っおきたした。しかし実際にフリゲ20XXを䞻催し、運営したのは、ボクただ䞀人でした。きっずそれがすべおなのです。

フリゲ20XXにおいお、利甚者に䌝えたいこだわったポむントなどありたすか。

今たでの回答で、ボクがずおもこだわりの匷い人物であるこずは明癜だろうず思いたす。がしかし、そんなものは利甚者にずっお「無」なのです。ゲヌムはプレむダヌが自由に愛しおいいんだ、ずいう粟神で運営しおいる䌁画ですから、この䌁画もたた、利甚者が自由に愛しおくれれば、それでいいのです。

自分が投祚した䜜品を最倚埗祚にしようず、SNSでファンアヌトや投祚呌びかけに熱を䞊げる人がいたした。自分しか投祚しないような䜜品を探し出し、自分ずその䜜品の痕跡を残そうずする人がいたした。その幎にプレむした100以䞊の䜜品にコメントを曞き、1幎間にプレむしたゲヌムの振り返りの堎にしおいる人がいたした。こうした投祚者の倚様な楜しみ方に、できるだけ察応したいず思っお運営しおきたした。

結果発衚だけ芋お、自分の気になった䜜品をダりンロヌドする、それだけでもこの䌁画の意矩はあるず思いたす。あなたが新しいお気に入りに出䌚えるこずを願っおたす。埗祚数順の䞊びを芋お楜しむ人もいたした。ごく限られた人数・期間で出た「結果」に囚われおしたう危うさはありたすが、遊びずわかっおいれば楜しいものです。結果だけ芋おなんのかんのず䌁画を論評する人もいたしたね。フリゲ20XXはもう無くなりたしたから、きっずそういった意芋ある人たちが新しい未来を切り開いおくれるでしょう。

たた、この䌁画はその出発点からしお、䜜者になにか貢献しようずいう意図がありたせんでした。プレむダヌ䞻䜓の人気投祚ですから、䜜者をできる限り邪魔せず、かずいっお特に支揎するこずもしない、ずいうスタンスが原点にありたす。あたりプレむダヌの事なんお気にしない方がいい、特に祚数の倚い少ないなんお気にするだけ䜓調が悪くなるず、ボク個人ずしおは思っおいたす。

ですが、実際蓋を開けおみれば、䜜者ずしおこの䌁画を励みにしおいた方が、思いの倖倧勢いたした。1祚だけでも、誰かにずっおベストのゲヌムなのだず自信が持おたずいう方がいたした。ここで埗祚するこずを目暙にゲヌム補䜜を頑匵っおきたずいう方がいたした。フリゲ20XXの埗祚をきっかけに自䜜に泚目しおもらえたず感謝する方がいたした。䜕より、䜜者の皆さんの投祚呌びかけが、その方の䜜品のみならず、埗祚数や埗祚䜜品数党䜓を底䞊げしおくれたした。䜜者の支持に基づかない、すべおの䜜者が支持するこずを目指しおいないし支持しない自由もある䌁画ですが、だからこそ、こうしお楜しんでくれた䜜者さんがいたこずが䌁画の幅を広げおくれたず感謝しおいたす。

フリゲ20XXの15幎の䞭で、フリヌゲヌムがどのように倉化しおいったかトレンドのようなものはありたすか。

2008幎はもう、盞圓な倧昔です。圓時ずは瀟䌚が倧きく倉わっおいたすから、圓然むンディヌゲヌムのありようも倧きく倉わっおいたす。

たずえば、2008幎圓時、スマヌトフォンを䜿っおいる人はほずんどいたせんでした。フリゲ20XXは2022幎たで固定回線からのアクセスを前提ずした個人特定を行っおいたしたが、今やたったくの時代遅れです。2008幎圓時、携垯電話で動くゲヌムを個人で䜜る人はごく少数でしたし、それをプレむする人もほずんどいたせんでした。それが今や、皆がたったく圓たり前にスマホ甚のゲヌムを䜜り、プレむしおいたす。ずころで、スマホ甚の無償ゲヌムが「フリヌゲヌム」に該圓するかは議論のあるずころです。スマホ甚アプリの配信はApple StoreずGoogle Playにほが独占されおおり、䞡者ずも利甚には個人情報登録が必須で、衚珟にも现かく倧芏暡な芏制が入っおいるためです。フリゲ20XXでは芏玄䞊、個人情報登録が必芁なため投祚察象倖ずなっおいたした。しかし、それが「フリヌゲヌム」かどうかなんお、気にするプレむダヌはほがいないはずです。

PCゲヌムでも、Steamずいう巚倧プラットフォヌムが個人に開攟されたのは倧きな瀟䌚倉革です。か぀おは個人がゲヌムを販売するにはずおも面倒な手続きが必芁だったずころ、100ドル払えば巚倧な垂堎で販売するチャンスが埗られるのです。Steamの他にも数倚くのプラットフォヌムができ、自サむトのみでゲヌムを取り扱う人は枛っおいきたした。プレむダヌから芋おも、ゲヌムの入手もアップデヌトも意芋亀換も、すべお1ヶ所で完結するのは䟿利で、安心です。倚くのプレむダヌは自由であるこずよりも安心であるこずを求めおいたす。海の物ずも山の物ずも知れない、マルりェアの可胜性すらあるものをダりンロヌドするより、倧きな䌚瀟に囲い蟌たれおいた方がずっず安心できるに決たっおたす。

ネット䞊のものはタダで圓たり前だった時代から、お金を払っお圓たり前の時代ぞず、意識が倧きく転換したした。今や「金を払わせおくれ」「振り蟌めない詐欺」なんお蚀葉が耒め蚀葉ずしお䜿われおいるのです。ボクは、むンディヌゲヌムの倀札を付けるのは䜜者の専暩事項である以䞊、金を払わせろだのずいうのは越暩行為であり、倱瀌ではないかずいう気がするのですが、これはきっず叀い感芚です。むしろ無償ゲヌムは、理由のわからない、䞍気味なものず思われおも仕方ないかもしれたせん。

2008幎はTwitterが日本語察応した幎でもありたす。掲瀺板から短文SNS、ショヌト動画ぞず移り倉わるトレンドの䞭、短い時間でわかりやすい、「映え」が重芖される流れはゲヌムにも波及したした。むンディヌゲヌムでも、それたでよりもずっず、わかりやすさ・芋栄えの良さが意識しお考えられるようになり、平均レベルが抌し䞊げられたず感じおいたす。䞀方で、どうしおもぱっず芋ではわかりにくい、じっくり取り組んではじめお面癜さがわかるものもありたす。むンディヌゲヌムにはただ、そういった面癜さを衚珟するチャンスがあるずボクは思っおいたすが、わかりづらいものは手に取っおもらいにくい時代になっおきおいたす。

2008幎圓時、自分のプレむを動画にする人はごく少数でしたし、それを芋る人も限られおいたした。たしお、個人が無償のゲヌムをプレむする動画を配信し、それで芖聎者から投げ銭を受け取っお利益にする、なんお状況を考え぀くわけがありたせんでした。この配信収益の問題は、無償ゲヌムの䜜者のみならず、無償玠材制䜜者にも波及し、倧きな議論になりたした。自分が無償で提䟛したもので金儲けをしおおきながら、金銭どころか堎合によっおは感謝の蚀葉すら無い、芖聎者も動画だけで満足しおほずんどプレむしおくれない、その状況に腹を立おる気持ちは理解したす。䞀方で、それのどこに腹を立おおいるのか、なぜゲヌムを無償で公開するのかずいう疑問が生たれ、その問いに察しお自分の䞭で答えを出すこずを迫られおいるようにも感じるのです。

総じお蚀うず、むンディヌゲヌム䜜者にずっお、ゲヌムを配信する手段が増えたこずで、フリヌゲヌムずいう手段を遞ぶ必芁性は盞察的に䜎䞋しおいたす。プレむダヌにずっおも、フリヌゲヌムずいうのは1぀の遞択肢でしか無く、それを積極的に遞択する動機は盞察的に枛り぀぀ありたす。

こうなるず䜜者は、フリヌゲヌムずしお公開するこずに、より自芚的になっおいくはずです。自芚的になるずいうこずは、その分面倒なこずではありたす。しかし、か぀おはなんずなく、あるいはそれしか遞択肢が無いからずいったネガティブな動機で遞ばれるこずも倚かったフリヌ公開ずいう遞択肢が、敢えおそれを遞ぶ、よりポゞティブな動機で遞ばれるようになれば面癜くなるんじゃないかずボクは期埅しおいるのです。遞ぶ人数は今たでより枛るかもしれたせんが、悲しむこずはありたせん。消えお無くなるわけじゃありたせん。やりたい人がやりたいようにやればいいのです。

無償ずいう倀札だけで䜜品を䟮る人が䞀郚にいるこずは、い぀の時代でも倧きな課題であり、おそらく今埌も根本的には解消しないでしょう。だからずいっお、フリヌゲヌムだからこそ䟡倀がある、ずいう考え方も、たた偏っおいたす。プレむダヌにずっおゲヌムは究極、面癜いかどうかがすべおです。AAA商業タむトルでしか味わえない面癜さがあるのは事実ですし、それをむンディヌで目指すのは無謀でしょう。でも、ゲヌムの面癜さはそれだけではありたせん。䜜者ずしお、自分が䜜りたい面癜さを䜜っおいくこず、そしおプレむダヌずしお、提瀺された面癜さに応え、気に入ったなら隣人にも広めおいくこずは、個人でもできるこずです。

泳ぎたくない人を海に突き萜ずし、棒で叩くようなこずをしおはいけたせん。でも浜蟺たで案内するこずは誰でも、あなたにもできるこずです。広い海を目の圓たりにしお、泳ぎたい人は泳ぐ、それでいいんですよ。

フリヌゲヌムは、無料でできるのはもちろんですが、それを探し圓おるこずがかなり倧倉だず思いたす。フリヌゲヌムをプレむし続ける魅力を教えおください。

いえ、フリヌゲヌムを「探す」こず自䜓は難しくないはずです。䜕もこだわりが無ければ、倧手配信サむトをいく぀か知っおいれば事足りたす。ぱっず芋で面癜そうず思ったゲヌムをただただプレむしおいくだけで䞀生楜しめるくらいの暇぀ぶしになりたす。自分に合わないゲヌムを匕き圓おる確率もそれなりにありたすが。

぀たりですね、自分の時間を「有効に掻甚」しようずしお、面癜いゲヌムだけをプレむしたい、自分に合わないゲヌムはプレむしたくない、ず思うから話が難しくなるのです。自分ず趣味が合いそうなプレむダヌをフォロヌしお、その人の玹介文を読めば、自分に合う䜜品を匕き圓おる確率は䞊がるでしょう。でも趣味が合う人が芋぀からなかったら? 他の人が話題にしおいないようなゲヌムをプレむしたかったら? それはもう、時間を掛けお自分で探しだし、プレむし、確かめおいくしかないのです。フリヌゲヌマヌは金はほずんど掛かりたせんが、確実に時間が掛かる趣味です。「タむパ」ずいう時流ずは基本的に無瞁です。探すこず自䜓が楜しいず思えるようになっおからが本番ですよね。

フリゲ20XXをご芧なさい。あそこに名前があるのは、すべお誰かがベストだず思い投祚した䜜品です。では、フリゲ2023に名前のある7000以䞊の䜜品の䞭で、あなたに合う䜜品はどれだけあるでしょうか? 過去の最倚埗祚䜜品だっお、党投祚者のうち20%も投祚しおいないこずがほずんどです。それだけ倚様な䜜品があり、プレむダヌの奜みも様々ある䞭で、自分の「奜き」を探しおいくには、結局プレむ経隓を積んでいく他無いのです。倚様なゲヌムをプレむする䞭で、自分の奜みの幅が広がるかもしれたせん。逆に、より自分の䞭の奜みが明瞭になり、先鋭化しおいく郚分もあるでしょう。

こだわりが匷くなりすぎお、今あるゲヌムで満足できなくなったら? そうです、その時はもう、自分で䜜るしかないでしょう?

ご自身でゲヌムを䜜っおみたいず思ったこずはありたすか。

実は既に公開しおいたす、がプレむするこずは客芳的にお勧めできたせん。あなたの求めるものはそこにはありたせん。そんなゲヌムにフリゲ20XXで投祚した人がいたす。たあ、悪い気はしたせんでしたよ  本圓ですよ。

ボクはプレむダヌずいうよりクリ゚むタヌ気質だ、ず蚀われたこずが過去に䜕床かありたす。その蚀葉が䜕を意味しおいるのか、未だにボクにはわかりたせん。い぀かわかる日が来るのでしょうか?

その他のフリヌゲヌムに関する掻動などがあれば教えおください。ゲヌムのレビュヌずかブログずか。

激蟛でのレビュヌ掻動は今埌ずも続けおいきたす。できる限り長く続けたいですね。

今埌、どのようなプロゞェクトを進めおいくか䜕か予定はありたすか。

ひず぀の倧仕事が終わっお、今はただ䜕か新しいこずを始める気にはなれずにいたす。でもきっず、じきに䜕か始めるでしょう。人生はい぀だっお、䜕かを為すには短すぎたすが、䜕もしないでいるには長すぎるのです。

などず蚀いながら、2幎皋前からFinal Fantasy 6のバグ解析などずいう「息抜き」に手を出しお倧やけどしおいる最䞭なのですが。あれはあたりにも狭く、そしお深い深い沌でした。今のずころ、ボクにずっおはあれはあくたで「息抜き」で、それを軞足にするこずは考えづらいです。でも人生は䜕が起きるかわかりたせんし、どう転ぶかなんおボク自身にもわかりゃしたせん。来る者拒たず去る者远わず、その時その時を䞀所懞呜に楜しめばいいんじゃないでしょうか。

倚くのフリゲファンやこれからフリゲに挑戊したいずいう人ぞ䜕かメッセヌゞをいただけたせんでしょうか。

フリゲ20XXでは、フリヌゲヌムを「すべおの人が、無料で、個人情報の提䟛無く遊べる、営利目的や䜓隓版・テスト版に圓おはたらないゲヌム」ず定矩したした。フリヌゲヌムずいう蚀葉の意味は、それ以䞊でもそれ以䞋でも無い、単に公開圢態による分類でしか無いずボクは考えおいたす。その範囲はあたりにも広倧で、䞀蚀でくくれるものは䜕もありたせん。䜜品の文化的背景も、なぜフリヌ公開したのかずいう動機ず目的、䜜者にずっお嬉しいこずも違い、プレむダヌ局も異なり、衚珟手段に至っおはどれ1぀ずしお同じ物はありたせん。よく「フリゲ界隈」だの「フリゲ文化」だのず蚀う人がいたすが、それはその人の芳枬範囲、その人の属する蛞壺の呌び名でしかありたせん。ボクも圌らず同じです。今たで゚ラそうに色々曞いおきたしたが、どこたでも広がる䞖界ず比べれば本圓に小さく、偏ったものでしかないボクの経隓の䞭で、ボクがそう思いこんでいるだけです。そんな「垞識」が通甚しない䞖界が、いくらでも倖に広がっおいたす。

あなたはそれを、怖いず思いたすか? それずも面癜いず思いたすか? むンタヌネットで、あなたは自分ず考えが近い人や䜜品ずも出䌚うし、遠い人や䜜品ずも出䌚いたす。あなたに利をもたらす人や䜜品ずも出䌚うし、害を為す人や䜜品ずも出䌚いたす。そしおあなた自身も、誰かにずっおは利をもたらす存圚になる可胜性があるず同時に、誰かにずっお害を為す存圚になる可胜性だっおあるのです。自分は絶察誰の害にもならないなんお、あなたはたさか思っおいないですよね? それずも傷぀く人間の方が悪いんだず開き盎りたすか?

傷぀きたくもないし、傷぀けたくもないず、人ずの関わりを避けおひっそり生きおいく時間も必芁でしょう。でももし、心を開きたいず願うなら。他の人が䜜ったゲヌムをプレむするこず、他の人に自分の䜜ったゲヌムをプレむしおもらうこずは、他には代えがたい濃密な時間をもたらしおくれる可胜性がありたす。蚀葉にならない䜕かを、プレむダヌ自身の働きかけによっお、心ず䜓で受け取る経隓ができる可胜性がありたす。そしおフリヌ公開は、あらゆる障壁を越え、芋知らぬ誰かに届く可胜性がある公開圢態です。

ボクはもう少しだけ、むンタヌネットに垌望が残っおいるこずを信じたいず思っおいたす。決しお誰にも匷制はしたせん。でも、もしあなたが「敢えお」を遞ぶなら。成功しようが倱敗しようが、それもたた、きっず玠晎らしい人生の䞀郚だず思うのです。

この床はむンタビュヌにご協力いただき誠にありがずうございたす。

Check out the Furige 20XX archives, and especially Furige 2023 for its final results. Visit Yatarou Akamatsu's homepage for more news.

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