Yoko Taro’s Explanation About Making The World View of His Games
Where does the ideas of World View came from?
Yoko: My ideas is not important, the important thing is money. This is due to the fact that the content making and the staffs composition can be decided based on the budget. With this we can putting ideas on it and concentrating on working toward realization at the same time.
The idea of becoming a game creator was sprouts when I’m at Junior Highschool. But the understanding about making a game world was not advanced there. It was until I read a novel called “Hybrid Child” in my college day. This novel showed me a “new vision”, and it inspired me to enter the gaming industry.
To give a “New Something” to the players is the main goal of making the World View and story. People who played my game, read the novels, and watched the stage plays usually can feel something in their heart that can’t simply be expressed by the word “I was impressed” or “I’m gonna cry”. It’s because the game was aimed for “those who embrace various impressions and rich imaginations”.
What is the perfect World View for you?
Yoko: I emphasize “the emotion” as my goal, so I am trying not to put in what I do not need as much as possible. The world view includes social systems and rules, but for example, in a story depicting the love between men and women, there is no need to create politics and geographic background in detail. You should prepare more on the necessary things.
Talking about making it on tight deadlines, some people said that the professionals keep on working on schedule. I do not quite understand myself, but time goes by while I am doing it considering the deadlines were far too much.
What is the thing to cherish for you as a creator?
Yoko: Do not put things you don’t need too much. For example, when I make a map for Drakengard and NieR, I only named the places as simple as possible such as “Forest Country” and “Sea Country”. I did it to lower the learning cost of the player in memorizing the places’ name. You can also use the budget to make something more useful.
It is important to do what you want to do, but to not do things you do not want to do is also important. For that purpose I preached the importance of “keep insisting on what I think is disgusting to the surroundings”.
In a meeting with PokeLab, I said that “I will not write the scenario of SINOALICE”, because I’m not familiar with mobile game development yet. After some discussion I agree to make it as a poem. Because if it is a short poem, it does not hinder the gameplay even if you skip them.
PokeLab also actually proposed SINOALICE’s UI to feel bright similar to Final Fantasy. But I do not like high saturation on user interface (UI), so I made a request to make SINOALICE feel darker. However, at the development, the game was not conveyed to the player with such a color. We needed to change the UI color, so it became as the released SINOALICE’s UI.
It is difficult to accomplish big things, but it is good to quickly achieve a sense of accomplishment by correcting parts that I think is undesirable.