🎀 Interview with Hajime Kasai

2024幎 8月 28日
This article was featured in our 2024 July-August issue. Check out more articles and interviews in the full issue.

We had the opportunity to speak with Hajime Kasai of the creative group POST COMMERCIALS: ALLIANCE about their experiences writing about games and other media, and how that has informed the game design of their upcoming visual novel, YOUNG TEAM SOUNDS!

CW: The game and this article contain discussion of mental illness and distress, clinical psychology, and references to real-life acts of violence and terrorism.


English (translated)

Translated by Renkon

(2023) YOUNG TEAM SOUNDS: INTRO

Please tell us a little bit about yourself and your teammates.

I am Hajime Kasai and I work in genre composite writing, and POST COMMERCIALS: ALLIANCE is my creative project.

Currently, we are mainly working on game development projects, but in the early days, we explored other avenues such as VR production. We had the concept of using a different team of members for each project, but for now we are working as a group of friends so it's easy to work together.

For YOUNG TEAM SOUNDS, an adventure game that we are currently working on that explores the dark side of music creation, I am mainly in charge of game design, art, scenario writing, etc., and we are joined by two sound composers, SHINJI-coo-K and Ryoma Miyamoto.

I understand you also write about games for various outlets. Could you tell us a bit about that?

I usually do activities that are not tied to a specific genre.

I work for most of the major video game media outlets, mainly on the Web, and basically report on events, review games and movies, and plan out upcoming articles as needed.

I also run a website with some friends that features art house games called Reiwa Video Game Ground Zero, and I also have my own blog about video games, movies, animation, and martial arts.

(2020) 第12動画欠番 (Missing Number 12)

How did you get started making games?

The catalyst for developing games with friends through POST COMMERCIALS: ALLIANCE came about when I wrote a news story about the Tyrano Game Fest.

If you don't know, the Tyrano Game Fest is an event for the game engines Tyrano Script and Tyrano Builder. The defining feature of these events and game engines is that they specialize in the development of visual novels.

Tyrano Builder in particular was a perfect entry point because it requires almost no programming skills to use. Then I found out that fellow writer SHINJI-coo-K could do music, and I thought that since I could do art and game design, we might come up with something.

I have met many writers and friends through my work at major gaming outlets, mainly on the Web. When I spoke with them, I learned that there are actually many folks who can create stuff like art and music.

You might think that the general image of a games media writer is "someone who only does news and reviews of popular games," but in fact, the production staff come from a diversity of backgrounds, from film directors to former professional wrestlers. It is surprising how creators from such a huge range of fields have come together.

Therefore, when skillful people come together, it is possible to create games. In fact, there are several cases of games writers taking the lead in creating indie games.

Can you tell us about some of your favorite games and genres?

I was struck by the game EVERYTHING IS GOING TO BE OK. This was created by ALIENMELON, aka Nathalie Lawhead, and is somewhere between Internet art and a video game.

When you check the huge number of windows open on your desktop, you will find each one has its own mysterious animated mini-game. As you clear them and gain new fragments of information, the game gradually reveals the actual and terrible experiences of the creator... this is a game that combines a deeply personal story with challenging game design.

If I had to rank the indie games of the 2010s, this is a tremendous work that would be in my top five. It is also free to play on itch. EVERYTHING IS GOING TO BE OK has been a great influence from an artistic, creative, and ideological lens when making YOUNG TEAM SOUNDS... no, it would be improper to say it was an influence, but I admire it.

Please tell us about YOUNG TEAM SOUNDS!

YOUNG TEAM SOUNDS is an adventure game about the dark side of music creation. The main character, a physically disabled young man, spends his days trapped with his distressing thoughts within the confines of his home.

The player's main experience is discovering their own music by sorting through the protagonist's various emotions. The protagonist's personality and music will change depending on which emotions are selected, as will his reaction to the events of the story. As the player progresses through the story and reaches its conclusion, the music they have completed based on the emotions they've chosen throughout the story will play during the ending.

In the background of the story, a crime known as the Endo Incident in which an idol group and their entire audience were murdered during a live concert in the Kansai region, and is dominating the news in Japan. As the protagonist learns more about the statements and background of the perpetrator, he is damaged mentally and emotionally. Eventually, that damage leads to obsessions that spawn eerie hallucinations that only the protagonist can see.

Can you tell us about the process of making YOUNG TEAM SOUNDS? Was it different from the way you approached making your other games?

Actually, we are in the process of migrating from the Tyrano Builder game engine to Unity, and are reworking the entire development process...

We basically first confirmed the game design and art style, and created YOUNG TEAM SOUNDS: INTRO, which doubles as a prototype and a prologue to the story. (It's on Novel Game Collection and playable in browser.)

During development... or rather, the flow I envisioned from now was to create the main outline of the scenario → check the art and direction → base the work we implement into the game engine around those points, but I'm still trying to get a handle on the development process in Unity...

As for the process of ordering music, I have mainly asked SHINJI-coo-K to perform the protagonist's guitar and the sound effects that play when choosing his emotions, and Miyamoto to arrange the the main character's music. This is because the composer who arranges and coordinates the music becomes a companion to the protagonist in the main story of YOUNG TEAM SOUNDS, so the roles of the characters in the story overlap with those of our actual musical directors.

What was your greatest influence when making YOUNG TEAM SOUNDS?

I was mainly inspired by the attacks that occurred around 2017-2019 through events such as people throwing smoke bombs at idol venues; the Kyoto Animation arson attack; a vice minister of agriculture, forest, and fisheries murdering his eldest son; the 2020 coronavirus outbreak leading to the situation around the Tokyo Olympics; and the rise of influencer culture.

Although these incidents seem unrelated to each other, I believe that the line that connects them is the sense of, "to what extent is creativity intended to be seen as pure 'good'?" At the core of each of these cases is creativity in popular culture, both in the backgrounds of the victims and the people who committed the crimes. (Something that comes close is Tatsuki Fujimoto's Look Back, but I firmly reject that work.)

I found that Ryo Isobe's 什和元幎のテロリズム (Terrorism in the First Year of the Reiwa Era), which describes these incidents, to be a great reference. Although it was not a direct inspiration for the story, Mikio Sato's 「接久井やたゆり園「優生テロ」事件、その深局ずその埌: 戊争ず犏祉ず優生思想」 (Tsukui Yamayuri En 'Eugenic Terrorism' Incident, Its Depths and Aftermath: War, Welfare, and Eugenic Thought) also had a big impact on my worldview.

What was the most challenging part of making YOUNG TEAM SOUNDS?

The first was to create an experience in an orthodox manner. This is a basic principle that many game design books point out, that "the game designer's job is to create an experience."

If your normal job is at something like an art house, or if you are not working on anything that has to do with AAA titles, you tend to only think of game design as a means of ambushing the audience. So one of my goals was to start with the basics.

So I thought about creating a solid experience of "read the story, choose an emotion, and create music."

And I hope to create a complex emotional experience that cannot simply be boiled down to "the good of creation." Creating is neither pure nor beautiful, and pure things are not inherently good. Nowadays the theme of "creators trying to create something" is popular, such as manga about drawing manga, films about film making, and anime about producing anime. But all of them head straight towards "the good of creation." The act of creating something is itself beautiful, but at the same time the thing being created is meant to make us forget parts of our reality and society, so creation also carries with it a sense of violence.

However, what I want to do is create an experience that is critical of "the good of creation." Before the creation of things, there exists society and reality, and I think art more or less reflects those realities. Many works that feature "the good of creation" do not have a very wide perspective, so I would like to ruminate on this.

Is there anything in YOUNG TEAM SOUNDS to which you want to draw the player's attention?

At this stage, we have only completed YOUNG TEAM SOUNDS: INTRO, so if I had to say there is a specific point to which we want to draw players' attention, I think it would be, "Even though it is a visual novel or adventure game, pressing buttons will make the screen and sound react, just like in an action or fighting game."

I studied Arc System Works' Guilty Gear series and Dragon Ball FighterZ in detail, including the timing of effects and arrangement of fonts. I also paid attention to action-oriented adventure games such as Ace Attorney and Sakura Wars, because I believe they were also aiming for a more dynamic presentation.

I was also conscious to make sure something was moving in every shot so that the screen is not a still image. Adventure games and visual novels have largely static gameplay, and so this may seem counterintuitive, but I really felt that if I did not put effort into these aspects then the game would not be able to stand on its own.

In YOUNG TEAM SOUNDS, the player is asked about the feelings they have about the warped world around them. Are these worldviews based on your real experiences?

That's right, there was a time when I felt completely disconnected from society and like I was gazing out the window of my room, and in a sense it was the worst period of my life.

Once you miss your shot at being a part of society, such as by going to school or getting a job at a company, you can never truly recover. After a certain age, the lives of average working people look far-off and alien, like something out of science fiction. In their place, the only people who remain are those who are completely ignored by the general public, who have been mentally devastated and unable to do anything. These people are abandoned and isolated in apartments or trapped in the depths of shiny housing complexes, but they are definitely there. I can't say that my memories of those times are not a part of YOUNG TEAM SOUNDS.

Originally, writing text messages online was like being on a desert island and putting SOS letters in bottles and throwing them out to sea. I have since returned safely to society as a writer, but when I went to see my friend SHINJI-coo-K last year, I was astonished to see that their house had turned into the one like the main character's in YOUNG TEAM SOUNDS. Even now I sometimes feel as if I am still on a desert island, throwing SOS mail in bottles out to sea.

The art for YOUNG TEAM SOUNDS gives the impression that the entire screen is attacking the player. Can you tell us a bit about the art style?

The art style was developed with the concept of being a "playable zine-like." It was mainly inspired by punk and feminist zines made in English-speaking countries. It was also made with the background knowledge that many of these zines were critical of the music industry and of society.

I was impressed that when you exhibited YOUNG TEAM SOUNDS at events, you had the computer keyboard set up to be held like a guitar. What was the reaction like from players?

I created the guitar controller because I thought, "There really needs to be a hook to get people to play a game by someone practically unknown like me." I also hoped that the memory would linger among people who came to the event.

I was surprised at how many female visitors came to play. I got the impression that everyone who played was quite reserved. Well, it is an adventure game, so I can't say it's as dynamic and fun as a rhythm game, so I suppose it can't be helped that everyone was so quiet when playing...

And the other thing was when English-speaking visitors came to play, they said, "There's no English?" I felt deeply regretful.

What kind of music do you think you would create if you played through YOUNG TEAM SOUNDS without any prior experience of the game?

From my perspective as the creator, I always feel a sense that I'm checking multiple possibilities as if looking across multiple monitors at the same time, so there is no sense that I am creating any one specific piece of music. The game has you read a story and select emotions to create music, but at this stage I'm still exploring how to design the way the player chooses their emotions in response to the unfolding story. I may know what kind of music I can create within YOUNG TEAM SOUNDS once the game design is finalized.

Do you have any indie games that you'd like to shout out? What do you like about them?

If we're talking recent games, I was very impressed with Neyasnoe, a walking simulator created by a young Russian man in his 20s. It is not an ordinary walking simulator, but an experience of the quiet desperation of a young man living in the Russian suburbs. The experience was just like realistic contemporary literature or poetry, and this experience encouraged me to think, "There are still games that can do this."

Can you tell us about other games you worked on in the past?

The public itch page of POST COMMERCIALS: ALLIANCE has 第12動画欠番 (Missing Number 12), which is a game based on the experience of a strange guest appearing on a YouTube show my friends and I did together, in which you listen to future predictions and move forward, and other small games I made for game jams... but I have to admit that I regret the unstable design of those games, so this time around I am trying to create a more solid experience...

Can you tell us about anything you are currently working on?

In order to learn what kinds of artistic expression is possible with Unity, I am also working on another small project to familiarize myself with the technology before making the full YOUNG TEAM SOUNDS. Since I'm going through the trouble, I thought that this project would be an adventure game that is somewhat related to the main story of YOUNG TEAM SOUNDS.

Do you have any messages for your players?

If you've enjoyed this interview, I would really appreciate it if you follow POST COMMERCIALS: ALLIANCE on Twitter and add YOUNG TEAM SOUNDS to your wishlist.

Thank you for sharing your thoughts with us!


日本語

泚意本ゲヌムず蚘事には、粟神疟患や粟神障害、臚床粟神医孊に関する議論、そしお珟実の暎力行為やテロ行為ぞの蚀及が含たれおいたす。

(2023) YOUNG TEAM SOUNDS: INTRO

自己玹介しおください。チヌムメンバヌの玹介もよろしければお願いしたす。

POST COMMERCIALS: ALLIANCEはゞャンル耇合ラむティングずしお掻動する葛西祝のクリ゚むティブ・プロゞェクトです。

珟圚、ゲヌム開発のプロゞェクトが䞻ですが、初期はVR制䜜を行うなど、掻動を暡玢しおいたずころがありたす。プロゞェクトごずにチヌムメンバヌが可倉する、ずいうコンセプトを考えおいたしたが、今のずころはやりやすい仲間家でやっおいるずころはありたす。

珟圚、取り掛かっおいるダヌクサむドの音楜創造アドベンチャヌ「YOUNG TEAM SOUNDS」では、葛西が䞻にゲヌムデザむン・アヌト・シナリオなどを担圓し、サりンドコンポヌザヌにSHINJI-coo-K氏、そしお宮本竜銬氏の二名に加わっおいただいおいたす。

各方面で葛西さんのゲヌムに関する蚘事などを拝芋させおいただいおおりたす。もしお差支えなければ、それらの掻動に぀いおも教えお䞋さい。

私、葛西は普段は特定のゞャンルに瞛られない掻動をやっおいたすね。

䞻に仕事ではWebを䞭心に䞻芁ゲヌムメディアのほずんどにお、基本的にメディアが必芁ずするむベントのレポヌトやゲヌムや映画のレビュヌ、䌁画蚘事の立案などを行っおいたす。

そのほかに仲間のゲヌムラむタヌずアヌトハりス系ゲヌムを特集するサむト「什和ビデオゲヌムグラりンドれロ」の運営のほか、個人でビデオゲヌムの他、映画やアニメヌション、栌闘技のブログ執筆を぀づけおいたす。

(2020) 第12動画欠番

ゲヌム䜜りを始めたきっかけはなんですか。

POST COMMERCIALS: ALLIANCEが仲間内でのゲヌム開発を行ったきっかけはシンプルに私が「ティラノゲヌムフェス」に぀いおのニュヌスを曞いたずきでした。

あらためたしお、ティラノゲヌムフェスずはゲヌム゚ンゞン「ティラノスクリプト」や「ティラノビルダヌ」で開発されたゲヌムのむベントです。このむベントずゲヌム゚ンゞンの特城は、ノベルゲヌムの開発に特化しおいるこずです。

特に、「ティラノビルダヌ」はプログラミング技術をほが必芁ずせずに開発ができるため、手始めに開発をやるにはうっお぀けでした。そこで、仲間のラむタヌであるSHINJI-coo-K氏が音楜ができたりのがわかり、自分がアヌト呚りやゲヌムデザむンができるのでこれは䜕か䜜れるんじゃないかず思ったんですね。

私、葛西は䞻にWebの䞻芁ゲヌムメディアで掻動するなかで、さたざたな友人のラむタヌず巡り合っおきたした。圌らから話を聞くず、実は音楜やアヌトなどができる方が数倚くいるこずがわかりたした。

ゲヌムラむタヌは䞀般的には「人気ゲヌムのニュヌスやレビュヌだけをやっおいるのでは」ずいうむメヌゞがあるず思いたすが、実際には映画監督出身やプロレスラヌをやっおいた方など倚様なクリ゚むタヌの方が蚘事制䜜に参加しおいたりしたす。意倖にも、いろんな分野のクリ゚むタヌが集たっおいたりするんですよね。

そのため、胜力がある方が結集するずそれなりのゲヌム開発も可胜なんじゃないかな、ずいうのはありたす。実際、ゲヌムラむタヌが䞻導しおむンディヌゲヌムを䜜っおいるケヌスはいく぀か存圚しおおりたす。

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。

「EVERYTHING IS GOING TO BE OK」ずいう䜜品が衝撃的ですね。これはALIENMELONこずナタリヌ・ロりヘッドさんが開発したネットアヌトずビデオゲヌムの䞭間みたいなゲヌムです。

デスクトップ䞊に開かれた膚倧なりィンドりを調べるず、個々に䞍思議なアニメヌションのミニゲヌムがある。それらをクリアしおいきながら、断片的な情報を埗おいくず、だんだんずクリ゚むタヌ自身が遭遇した恐ろしい䜓隓が明らかになっおいく  ずいう、個人の物語ず挑戊的なゲヌムデザむンが䞀臎した䞀䜜です。

2010幎代のむンディヌゲヌムのランキングをもし決めるずしたら、ベスト5には確実に入るすさたじい䜜品です。これがitchで無料でプレむできたりしたすからね。このゲヌムは「YOUNG TEAM SOUNDS」もアヌト面からクリ゚むティブ面、そしおゲヌムを䜜るにあたっおの思想的な面も圱響が倧きいです  いや、圱響ずいうには倱瀌ですね、憧れです。

この床の「YOUNG TEAM SOUNDS」ずいう䜜品に぀いおご玹介お願いしたす。

「YOUNG TEAM SOUNDS」はダヌクサむドの音楜創造アドベンチャヌです。䞻人公の青幎は身䜓障害を負い、閉鎖された家庭で匷迫芳念に駆られ、日々を過ごしおいたす。

プレむダヌは䞻人公のさたざたな感情を遞択するこずで、自らの音楜を芋出しおいく䜓隓を䞻にしおいたす。遞択した感情によっお䞻人公の性栌や音楜が倉化し、物語の反応にも倉化が珟れたす。物語を読み進め、結末にたどり着いたずき、プレむダヌが遞択しおきた感情によっお音楜が完成し、゚ンディングで奏でられたす。

物語の背景では、関西でアむドルグルヌプがコンサヌト䞭に芳客ごず殺害される “遠藀事件”ず呌ばれる犯眪が、日本のニュヌスを占拠しおいたす。䞻人公は事件の犯人の発蚀や背景が明らかになるに぀れお、粟神ぞの圱響を受け、感情にダメヌゞを受けたす。やがおそのダメヌゞは、䞻人公にしか知芚できない、匷迫芳念が生み出した䞍気味な幻芚を䜜り出したす。

「YOUNG TEAM SOUNDS」を䜜るずきに、どのようなプロセスで䜜成したしたか。他のゲヌムを䜜るずきず䜕か違いがありたすか。

実はゲヌム゚ンゞンをティラノビルダヌからUnityに移行しおおり、開発䜓制自䜓を䜜り盎しおいる最䞭ではあるのですが  

基本的にはたずゲヌムデザむンやアヌトスタむルの確認ずいうこずで、最初にプロトタむプ版ず物語の序章を兌ねた「YOUNG TEAM SOUNDSINTRO」を制䜜したした。こちらはノベルゲヌムコレクションで、ブラりザでプレむ可胜です

開発では  ずいうか、これから想定しおいる流れは䞻にシナリオの倧筋を制䜜→アヌト呚りや挔出のチェック→それを元にゲヌム゚ンゞンで実装ずいう構想でしたが、ちょっずUnityでの開発プロセスを掎むために詊行錯誀䞭ですね  。

音楜の発泚プロセスでは、䞻に䞻人公のギタヌや感情遞択でのSEたわりをSHINJI-coo-K氏に頌み、䞻人公の音楜を線曲を宮本氏にお願いする、ずいう方法をずっおいたす。これは、『YOUNG TEAM SOUNDS』の本線で䞻人公を手助けする仲間に音楜を線曲や調敎を行うコンポヌザヌが加わるため、物語の登堎人物の圹割を音楜担圓に重ねおいるずころがありたす。

「YOUNG TEAM SOUNDS」を䜜成するにあたり、最も圱響を受けたものは䜕ですか。

䞻に2017幎2019幎前埌に起きたアむドル䌚堎に発煙筒を投げ蟌む襲撃事件から、京郜アニメヌション攟火事件や元蟲氎事務次官長男殺害事件、そしお2020幎のコロナりィルス流行から東京オリンピック呚りの時代性、そしおさたざたなむンフル゚ンサヌビゞネスの台頭などにむンスパむアされおいたす。

いずれも盞互に関係がない事件に芋えたすが、匷いお蚀えば「クリ゚むティブはどこたで玔粋な “善”ずしお捉えられおいる぀もりなのか」ずいう意味で、䞀本の線ずしお぀ながっおいるず思っおいたす。いずれの事件の䞭栞にいる被害者や犯行に及んだ人間の背景にポピュラヌカルチャヌのクリ゚むティブが絡んでいる。近いもので藀本タツキの「ルックバック」がありたしたが、私はあれを積極的に吊定しおいたす

こうした事件に぀いお曞いた、磯郚涌氏の「什和元幎のテロリズム」などは倧いに参考になっおいたす。たた、盎接の物語ぞのむンスピレヌションずいうわけではないのですが、ある皮の䞖界芳ぞの圱響ずしお䜐藀幹倫氏の「接久井やたゆり園「優生テロ」事件、その深局ずその埌: 戊争ず犏祉ず優生思想」も倧きいですね。

「YOUNG TEAM SOUNDS」を䜜成するにあたり最も挑戊したこずなどはありたすか。

ひず぀は、オヌ゜ドックスに「ある䜓隓を䜜るこず」ですね。これは倚くのゲヌムデザむンの曞籍で指摘されおいるような基本で、「ゲヌムデザむナヌは䜓隓を䜜るこずが仕事」ず指摘されおいたす。

普段の仕事でがアヌトハりス系だずか、あたりAAAタむトルに絡たないようなタむトルの取材をやっおるず、やっぱり奇襲攻撃みたいなゲヌムデザむンばかり発想しがちになる。なので、たずは基本を螏たえるずいうのは目暙の䞀぀です。

そこで「物語を読み、感情を遞択しお音楜を䜜っおいく」䜓隓をしっかり䜜るこずを考えおいたす。

あずは「創䜜の善」のみに昇華されない、耇雑な感情の䜓隓が䜜れればずも思いたす。䜕かを創造するこずはたったくピュアでも矎しくもなく、ピュアゆえの善ずしお評䟡されるこずもないんですよ。いた、「クリ゚むタヌがなにかを䜜ろうずする」みたいな挫画制䜜挫画ずか、映画制䜜映画ずか、アニメ制䜜アニメが出おきおいたすが、いずれも「創䜜の善」にたっすぐ向かっおいたす。䜕かを生み出す行為はそれそのものが矎しいが、その䜜り出したものは珟実や瀟䌚のある郚分を忘れ去るためにある、ずいう暎力性を同時に抱えおもいる。

しかし、私がやりたいのはそうした「創䜜の善」に察する批刀性を持った䜓隓です。ものを生み出すその先に瀟䌚ず珟実が存圚しおおり、䜜品は倧なり小なりの珟実を反映するものであるかず思いたす。倚くの「創䜜の善」みたいな䜜品で、そこたで螏み蟌んだ芖野の広いものがないため、そこを考えおおきたいですね。

「YOUNG TEAM SOUNDS」においお、プレむダヌに䌝えたいこだわったポむントなどありたすか。

珟段階では「YOUNG TEAM SOUNDSINTRO」たでが成果物ですので、その䜜品でこだわったポむントずいいたすず「ノベル系やADVだが、アクションゲヌムや察戊栌闘のようにボタンを抌せば画面ず音の反応がある」ずいうこずは気にしおいたした。

けっこうアヌクシステムワヌクスさんの「ギルティギアシリヌズ」や「ドラゎンボヌル ファむタヌズ」ぱフェクトやフォントの衚瀺タむミングなど现かく研究しおいたしたね。あず、アクション的なADVずいう意味で「逆転裁刀」や「サクラ倧戊」なども動的なADVならではの挔出を目指しおいたず思うので、気にしおいたした。

たた、「画面が静止画にならないよう、かならず䜕かが動いおいる」も意識しおいたした。ADVやノベルは静的なゲヌムプレむのため、胡乱かもしれないですが、本圓にこういうずころを頑匵らないずゲヌムが自立しおいかない感芚があったんですね。

「YOUNG TEAM SOUNDS」では、䜕か䞖の䞭のひずみなどから受ける感情をプレむダヌに問いかけるように感じたした。これらの䞖界芳はご本人の䜓隓に基づくものだったりしたすか。

そうですね、䞀時期は完党に瀟䌚に繋がれない時期で自宀から窓の倖を芋おいるようなころがあり、ある意味で䞀番たずい時期だったのがありたすね。

本圓に䞀床孊校に行くずか䌚瀟に就職するずか瀟䌚ぞの接点から離れるず戻っおこれないんですよ。その状態である幎霢を過ぎるず䞖間䞀般が想定しおいるような瀟䌚人がたるでSFみたいに遠くに芋えおくる。代わりに䞖間䞀般が完党に無芖しおいる粟神を荒廃させおなにもできなくなる人間ばかりが呚囲に残っおゆく。そうした人々はアパヌトの䞀宀や新興䜏宅街の奥に切り離されお知芚されおいないんですが、確実にいたす。そのあたりの蚘憶が「YOUNG TEAM SOUNDS」に入っおいないずは蚀えないですね。

もずもずテキストをオンラむンに曞いおいく始たりは、孀島からSOSの手玙を瓶に入れお海に流すようなものでした。今、自分はラむタヌずしお無事に瀟䌚ぞ戻っおいったのですが、友人のSHINJI-coo-K氏に昚幎、䌚いにいったら自宅が「YOUNG TEAM SOUNDS」の䞻人公みたいな家になっおおり愕然ずしたした。いたもただ孀島でSOSのメヌルを瓶に入れお海に流し続けおいるように思う時がありたす。

「YOUNG TEAM SOUNDS」のアヌトは、スクリヌン党䜓がプレむダヌに攻撃を仕掛けるような印象を受けたした。絵䜜りに぀いおのこだわりなどがあれば教えおください。

本䜜は「ZINEラむクプレむアブル」ずいうコンセプトでアヌト面を構築しおいたす。䞻に、英語圏で䜜られたパンクやフェミニズムZINEからむンスパむアされおいたすね。それらのZINEが音楜産業や瀟䌚ぞの批刀性を持っお䜜られおいるものも倚かった、ずいう背景も螏たえおいたす。

「YOUNG TEAM SOUNDS」をむベントに出展する際にキヌボヌドをギタヌのように持たせおいるのが印象的でした。むベントでのプレむダヌのリアクションはどうでしたか。

なぞのギタヌコントロヌラヌは「さすがに実質的に無名の人のゲヌムを遊んでもらうにはフックがいるだろう」ず思っお䜜ったものでした。あずはむベントに来おもらった人が䜕か蚘憶に残っおもらったらいいなず。

意倖に女性の来堎者にプレむしおいただいたなず思いたす。けっこう冷静にみんなプレむされおいるな、ずいう感じでしたね。いや、ADVなんだから音ゲヌのように動的な楜しさがあるずは蚀えないので、おずなしくプレむせざるを埗ないんですが  。

あずは英語圏の来堎者にプレむしおもらったずき「英語ではプレむできないのか」ず蚀われ、申し蚳ないこずをした気持ちになりたした。

葛西さん自身が 「YOUNG TEAM SOUNDS」を初芋でプレむをするずどんな音楜が出来䞊がるず思いたすか。

どうも䜜る偎の芖点だず、垞に耇数の可胜性をたるで耇数のモニタヌで同時にチェックしおいる感芚があるため、自分からは特定の曲が誕生する感芚がないです。物語を読み、感情を遞択しお音楜を生みだす䜓隓のゲヌムですが、プレむダヌ偎がどう物語の展開に応答しお自分の感情を遞ぶかのゲヌムデザむンを、珟段階ではただ暡玢しおいたす。自分がもし本䜜でどんな音楜ができるのかは、ゲヌムデザむンが確定したずきわかるかもしれたせん。

おすすめのむンディヌゲヌムはありたすか。おすすめのポむントも教えおください。

最近だったら「Neyasnoe」ずいう、ロシアの20代の青幎が䜜ったりォヌキングシミュレヌタヌがずおもすごいず思いたした。普通のりォヌキングシミュレヌタヌではなく、ロシアの郊倖で生きる青幎の静かな絶望が䜓隓できる。たるでリアリズムのある珟代文孊や珟代詩みたいな䜓隓があっお「ゲヌムはただこんなこずができるんだ」ず励みになりたした。

もしよろしければ、これ以倖に䜜成したゲヌムに぀いおご玹介お願いしたす。

仲間うちでやっおいたYouTubeで異様なゲストが来た時の䜓隓をゲヌム化した、未来予枬を聞いお先に進む「第12動画欠番」のほか、ゲヌムゞャムで぀くった小さなゲヌムなどがitchのPOST COMMERCIALS: ALLIANCEの公匏ペヌゞにありたす  が、いずれも自分で蚀うのはなんですがゲヌムデザむン的に䞍安定だな、ずいう埌ろめたさもあるため、今回はしっかりした䜓隓䜜りを目指そうずしおいるずころはありたす  

今はどのようなプロゞェクトを進めおいたすか。今䜜っおいるゲヌムなどをもしよろしければご玹介お願いしたす。

Unityで䞀䜓どういう衚珟ができるか、を暡玢する意味で、「YOUNG TEAM SOUNDS」のUnity本線を䜜る前に、䞀旊は技術習埗も兌ねお別の小さな䜜品も䜜っおいたす。その䜜品もせっかくなので、「YOUNG TEAM SOUNDS」本線にちょっず関連するADVになるず思いたす。

プレむダヌの皆さんぞ䜕かメッセヌゞがあれば䞀蚀お願いしたす。

ここたでのむンタビュヌが面癜かったらTwitterのPOST COMMERCIALS: ALLIANCEのフォロヌならびに、「YOUNG TEAM SOUNDS」のりィッシュリスト登録をよろしくお願いいたしたす。

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。

Visit Hajime Kasai's homepage for more of their writing, and the POST COMMERCIALS: ALLIANCE website for the latest updates and links to their other games.

Comments