Where we talk about the background of the Circle, the differences between "indie games" and "doujin" games, and the reasons why small Japanese indie devs don't go mobile
An Interview with Hekiraku-ya, Part 2
Interview by: Douglas Schules; Translation by: Douglas Schules
Daedalus Machine
Can you tell me a little about your circle? For example, how long have you existed, where are you located, how many members, their roles, what games you've made? Hekiraku Ya We began to seriously work around summer last year. There are two of us: me and a programmer. I'm in charge of almost everything else outside of the programming and sound. The current programmer and I were developing action games and such with another circle. DM Can you tell us a bit about your background? Why did you become a game developer? HR I've made games since I was a student, and I got to know the current programmer from around that time. After graduating the two of us worked for the same kind of game company, and after a while I began developing at another company. One of the reasons why I began to design games is, of course, that I love them. But, it's also because games are the platform where I could express the things that I wanted most. DM What kinds of games have you made? Can you tell us a little about them? HR I was an animator, so mostly I was involved with making action games. Because the worldview was significantly closer to fantasy than reality, the main request was for motions that "look cool" rather accuracy of movement. The head and body also weren't out of proportion, like in this game. In addition, I was also involved in the development of RPGs and fighting games. DM So your past experience in animation has probably helped in making ITOYUI. When designing assets what program do you use, and what is the engine the game uses? Are these programs what are generally used by Japanese game companies? HR We designed the game using our own engine. We talked about using programs like UE4 or Unity but ultimately adopted the programmer's position that it would be quicker to use something we created. DM How does your circle decide the games it designs? HR Each time I talk with the programmer. I spit out ideas, and after receiving advice from him about them, I arrange the form of the game. DM How did this process work for ITOYUI? How long did you work on the game, for example, and how did you approach workflow? HR At the planning stage, we figured that it would take a bit of time, so after anticipating that we are making the game. The steps for making the C92 demo took about a year and a half. In terms of workflow, because we began to design after coming to a mutual understanding, I think there's little chance of design failure. Each of us decides monthly goals, and we get together to report on our progress. DM Have worked with the same programmer for all this time? How long have you worked together? HR If we talk about the time that we worked at the same company, it's been about 6 years. Even outside of that we occasionally worked on projects together, so I'd say we've worked together for about 10 years now. DM We've been using the term "doujin game" to describe games by developers such as yourself, but I was recently asked by another researcher of games if there was a difference between "indie games" and "doujin games". What's your opinion? HR This is my personal opinion, but if it's called an "indie game" there's a strong tint that it's an original work that was produced by an individual. "Doujin games" are represented at Comiket, but I have the impression that they are derivative works that fans of some specific content produce. Recently, I have often seen a trend where circles that originally produced fan games also make original games, so it seems like the border between indie games and doujin games has become blurred. DM So, for you, the difference between an "indie game" and "doujin game" is originality? A game that has original characters would be an indie game, while a game that uses someone else's characters would be a doujin game. Are there any other differences you think are important? HR If anything, I suppose the difference is the purpose. That's the connection that follows from what I was talking about before with original and fan games. I feel that the nuance between the two is that doujin games are games that function as communication tools; indie games, similar to the game industry, are games made for profit. This is an extreme way of putting it, but I think that the difference can be summed up by saying "I'll make games and make friends" versus "I'll make games and make money." We have to keep in mind the extent to which these are trends, because there are some people who make doujin games for profit, just as there are also people who make original games in order to foster exchange with fans. It's difficult to simply divide the two based on the existence of commercialization. DM Mobile games, especially in Japan, are growing sources of revenue in gaming, but I notice that few indie developers at events like Comiket or Digital Games Expo release on mobile platforms. What are your opinions on this, especially considering your distinction between doujin and indie devs noted earlier? HR There are some mobile games that can be played as standalone games or played through networks archetypical of social games, but, speaking in terms of social games, I think that beyond the game elements the proportion of assets (lit. The amount of material resources of assets) is vastly greater, so their scope is quite difficult for individual creators to realize. Compared to that, no matter if they're indie games or doujin games, I think that little by little we have been seeing more games applications made for smart phones. This is merely my opinion, but on the special characteristics of devices, because mobile is unable to accommodate complex input (on the part of the player) they tend to be unsuitable for action games (of course, for simple things there really isn't a problem, but...). On the opposite side, I think that simple small games are suitable to be mobile games. If you register in an app store (he says "app store," given the context I think he's referring genetically to any store that sells apps for a mobile device rather than Apple's App Store in specific), the game is simple to access, and you can use the gyro sensor as a controller. One facet of mobile games is also that it's easy to see huge profits but normally that comprises a small fraction of games and, as a whole, I think that it's inefficient to pursue profits in mobile games. I think there are a variety of other factors as well, but overall the reason that there aren't many people developing for mobile could be that they don't really see the merits in developing them. DM Can you describe the circle's first experience Comiket? What expectations did you have, and were there any difficulties or surprises? HR In my case when I first participated in Comiket I was as a member of a circle, and when the doors opened I was surprised at the sheer number of people. Also, the set up (of the booth). In order to set up what looks good, other circles taught me various ways to be ingenious. DM Can you give some specifics about what looks good? HR It's mainly about presentation. For example, how to create files about how to play the game and its concept, or decorating the booth with signage of attractive characters. With their help I was able to learn about the variety of techniques that can be used in order to attractively show off products. DM Based on your experiences at Comiket, what do you think about the future of the Japanese indie game scene? HR At a glance, I think that you mostly see people who use engines like UE4 or Unity to make games. If the environment allows them to do this, game products themselves are possible. With that meaning in mind, I think that the barriers to making games have become lower. As for the part where it's gotten easier to make games, new game designers and circles will mostly likely increase. DM When did you first attend Comiket? HR We first participated in last year's summer Comiket, C90. At that time, we were only able to show a promotional video because we weren't able to finish development. DM Have you participated in any other conventions like Comiket, or do you plan to? HR This will be after the alpha version is done, but I think we will actively participate at BitSummit, Tokyo Sandbox, and other related game events. I hope we can have an informative exchange with other developers. DM What challenges do you think new game developers face in trying to get involved in the Tokyo indie game scene? HR Basically, I think that there's potential for game development itself wherever they are, so there is no problem in terms of location. The circumstances of the Internet also allow them to work collaboratively with peers to develop games. Even if I say this, many game events happen in Tokyo, so I think it's still currently necessary to show up at them.
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