The Daedalus Machine
  • 日本語のページ
  • About
    • English
    • 日本語
  • 日本語のページ
  • About
    • English
    • 日本語
Search by typing & pressing enter

YOUR CART

12/25/2017 0 Comments

Riceinbowl: Interview with a Japanese Indie Game Developer, Part 1

Where we talk about game development and influences on their games
Rice in Bowl logo
An Interview with Riceinbowl, Part 1
Interview by: Douglas Schules; Translation by: Douglas Schules

Read Part 2
Read in Japanese
Daedalus Machine
First, can you tell us a little about the concept for the game and its story?
 
Riceinbowl
The game concept this time is “puzzle solving.” I’m hoping to incorporate the feeling of accomplishment when solving puzzles. There are mainly two elements to solving a puzzle this time. The first is the stage’s gimmicks. From the commonly used one where you push a switch, I plan to prepare many difficult puzzles that combine multiple logics.  The second is the mystery of the ruin (the story).  The story starts from where Rai, the protagonist, visits the ruins to begin his investigation, but you’ll need to play the game to find out what he discovers and what the story is about.
 
 
DM
Early in the game it’s revealed that Rai has the ability to read thoughts and memories; will the game provide backstory about him and his abilities, or do you plan to focus more on the story of the ruins itself?
 
RiB
I plan to reveal Rai’s ability to read thoughts and memories as the story progresses.
 
 
DM
Where did you come up with the character design for Rai?
 
RiB
The character in the C92 version is a character mockup. From Digige 2017 I changed that to the official character. This was designed in consultation with the designer, as I communicated the game concept, character setting, and story to the designer to him.
DM
What games influenced the development of Memories of the Ruins?
 
RiB
I think that the game is mainly influenced by The Legend of Zelda, FF 11 and 14, Wild Arms, ICO, Dupolism, Mushashi Den.
 
 
DM
In what ways did these games influence Memories of the Ruins?
 
RiB
Since I liked considering strategies in order to proceed in games, trial and error such as how to use items or move, or what kind of actions are best when fighting bosses, I think things like this are certainly influences.  I am hoping to incorporate that joy or accomplishment into the game.
 
 
DM
I remember seeing earlier versions of the game at Digital Games Expo and Comiket last year, so this is the second or third version of the game that you’ve put out. What ideas do you plan to implement in the future?
 
RiB
Basically, we don’t plan to make any major changes to the foundation of the game. From here on, we plan to make efforts to complete the game by developing the atmosphere of the story, increasing story depth, and brushing it up.
 
 
DM
In addition to story, are there any minor gameplay features that you plan to add? I haven’t played the Digige version yet, but the C92 version hinted that there might be additional skills or equipment Rai could obtain.
 
RiB
Yes, there will be. They will appear in the game as it progresses, so again, please look forward to playing it to see what’s been added.
 
 
DM
When do you think the game will be done, and how long do you think it will be?
 
RiB
I plan for the autumn of 2018, with a play time around 5-10 hours.
 

Memories of the Ruins
Click to watch gameplay of Memories of the Ruins, C92 ver
DM
When the game is finished do you intend to sell it only in Japan, or try to reach an overseas audience on platforms like Steam?
 
RiB
I’m considering the first release to be Japan-only, but I want as many players as possible to play it. If I have the opportunity, I think that the next step could be a world-wide release.
 
 
DM
Can you tell us a little about your Circle? For example, how long have you been around, where are you located, how many members, their roles, what games you've made, and so forth?


RiB
It has been 4 to 5 years since the current circle has officially started to be active. Because it’s an individual circle, the only person who is always active is me, so I outsource parts of things such as scenario, character design, testing from time to time.
 
 
DM
How does your Circle decide the games it designs?
 
RiB
I’m doing this because there are games that I want to make. First, without any conditions, I consider the ideal game, but as an independent creator I can’t include everything that I want. From here I consider a realistic development period and, as much as possible, remove superfluous elements and to the best of my ability make as small a design as possible, leaving the essential parts.
 
 
DM
Does this mean that the game will not include elements that aren’t central to the main story, like side quests or hidden content?
 
RiB
I said that it was a small design, but in developing the game this time, side quests and hidden content have become essential to filling it out. To do that, I plan to include them to some extent.

Related Content

0 Comments

Your comment will be posted after it is approved.


Leave a Reply.

    Click to set custom HTML

    RSS Feed