Book Read Free

The Moé Manifesto

Page 9

by Patrick W. Galbraith


  k,

  IS

  © V

  metal,

  m

  techno

  h

  ,

  no tr

  ,

  ance

  tr

  ,

  ance jazz,

  , j

  azz,

  whate

  w

  ver. My r

  My oom is fi

  room is lled

  fi lled

  with mountains of CDs.

  ntains of CDs.

  THE CRYING GAME

  MOE_11_98-107.indd 99

  13/2/14 10:23 AM

  100

  PG: You like to emphasize music at Key,

  ey

  ,

  right?

  MJ: Right. We try to match emotion-

  ally moving scenes with music that is

  s

  equally moving. Since Kanon, we have

  e

  tried to use music with personality, in

  n

  other words, music that is not simply

  in the background. In Air, we had the

  main heroine, Misuzu, sing a song

  called “Natsu kage: Summer Lights.”

  The music went with the image on

  screen, and players were moved.

  PG: How did you get into making

  this type of adult game?

  Clannad

  Clannad: Fujibayashi Kyo and Ryo

  MJ: I wanted to work in the game

  industry and interviewed at companies

  es

  like Capcom and Namco

  m

  ,

  co but I didn’

  , but I didn t make the

  ’t make the

  cut. Then I tried smaller companies, but they

  also rejected me. Finally I interviewed with

  companies making bishojo games—dat-

  ing simulator games featuring cute female

  characters—and eventually was hired. At

  the time, these companies would hire

  anyone, even if you didn’t have the

  right education or experience. Even

  someone like me could get in and fi nd

  YE

  some measure of success. The late 1990s

  T’S / K

  and early 2000s was the time when bishojo

  AL AR

  games were getting interesting, so I count

  UIS

  myself fortunate.

  © V

  PG: Bishojo games offer a lot of opportunities for creators.

  Kanon: Sawatari Makoto

  MAEDA JUN

  MAEDA JUN

  MOE_11_98-107.indd 100

  13/2/14 10:23 AM

  101

  MJ

  M : Because these games

  YE

  ar

  a e not expensive to pro-

  T’S / K

  duce

  d

  , there is a lot of room

  AL ARU

  for e

  fo

  xperimentation. You

  IS

  don’

  do t have to worry too

  muc

  mu h about reaching a main-

  S © 2004 VEG

  stream audience the w

  str

  ay that

  IMA

  commer

  com

  cial games do. Instead

  of ha

  of h ving a committee making

  budg

  bud et-related decisions about

  what g

  wha

  ames to make, control is

  with the indi

  with

  vidual creator, who

  is free to take risks.

  is free

  As a script-

  writer

  write ,

  r I get to shape the end

  pr

  p oduct in a w

  roduc

  ay that is virtually

  unhear

  unhea d of in other media indus-

  tries.

  tr

  I can cr

  ies. I

  eate stories for bisho-

  jo g

  games that w

  ame

  ould be impossible

  in commercial games, because they would be seen as too niche.

  This creative freedom leads to innovation and fresh ideas and that’s why so many bishojo games end up being adapted into anime series.

  PG: What is your approach to writing scenarios for bishojo games?

  MJ: Writers are divided into two types: there are those that begin with the characters and build a story around them, and there are those that begin with the story and then build the characters.

  I fall into the latter category. This is an industry based on moé characters and creating them is the premise of a lot of works,

  ,

  but I am the type of person who puts a lot

  ot

  of emphasis on story. If the characters

  are good but there is no story, then the

  player won’t be moved. It’s a real waste.

  Kanon: Piro

  THE CRYING GAME

  YING GAME

  MOE_11_98-107.indd 101

  13/2/14 10:23 AM

  102

  02

  So, I start with the story, and that will de-

  termine the setting and situations that the

  Y

  characters move through until they reach

  E

  a climax that moves the player. [For a con-

  T’S / K

  trasting approach to moé as anti-narrative, AL ARUIS

  see Azuma Hiroki, page 170.]

  © V

  PG: Many of your game scenarios have a

  school setting. Why is that?

  MJ: It is a sort of unwritten rule of the

  bishojo game world that the setting should

  be high school. Not middle school or uni-

  versity, but high school. This is beginning

  to broaden a bit, but it is still the norm.

  Kanon: Tsukimiya Ayu

  The time and place that everyone agrees

  on, the aggregate desire of players, is high school. That is where the bishojo game players want to project themselves and their YE

  T’S / K

  AL ARUIS

  © 2004 V

  Clannad: Sakagami Tomoyo

  MAEDA JUN

  MOE_11_98-107.indd 102

  13/2/14 10:24 AM

  103

  emotions. Almost everyone in Japan has been

  to high school, and this shared set of expe-

  riences is something that we build on.

  It’s easy to write love stories about

  that time of life, too. First of all,

  not everyone had the best pos-

  sible experiences in high school.

  YE

  So they want to go back and experi-

  T’S / K

  ence it as it might have been. Second,

  AL AR

  this is a time before people have jobs

  UIS

  and families and adult responsibilities,

  all of which detract from romantic re-

  © 2000 V

  lationships. School romance seems

  kind of like a dream of youthful

  freedom.

  PG: Is there a certain type of

  character and scenario that you

  have found to work well? Do Kanon,

  Air, and Clannad share something

  that has made them successful?

  Y E KEY

  ’S / TT’S / K

  AR L AAL AR USUSI

  © V

  Left

  L

  : Kanon, Kawasumi Mai;

  ab

  a ove Air, Kamio Mi
suzu

  THE CRYING GAME

  THE C

  MOE_11_98-107.indd 103

  13/2/14 10:24 AM

  104

  YE

  T’S / K

  AL AR USI

  S © 2000 V EG

  MAI

  Air: above, Tono Minagi;

  right, Kirishima Kano

  MJ: I think the reason that these thr

  h ee w

  r

  orks

  ee works

  have attracted so much attention is because

  is because

  they are emotionally moving stories.

  e I don’

  s. I don t think

  ’t think

  any other producer has come up with g

  with ames that

  games that

  have such an intense range of emotions.

  o

  K

  tions. e

  K y’

  ey s

  ’s

  works amp up the emotions to the gr

  e g eat-

  reat-

  est possible level. I guess that’s why

  hy

  our games are called crying games,

  s

  ,

  because they move players to tears.

  s.

  In the 1990s, there were moving

  and heartwarming games, but it

  was more like players would sit

  back, nod, and say, “This is a situ-

  ation when I could cry.” Playing

  the games that we make at Key, people

  eople

  actually cry. At fi rst I was surprised that

  d that

  bishojo games had come to a point

  t

  MAEDA JUN

  MOE_11_98-107.indd 104

  13/2/14 10:24 AM

  105

  where they could have such an impact on players, but then I came to think of the tears as a sign of our ultimate success. It is very diffi cult to create games that move people the way ours do.

  PG: Was Key the originator of crying games?

  MJ: Not exactly. Crying games began with story-centric bishojo games. First, at the company Elf there was a creator named Hiruta Masato, who made a game called Classmate (1992). Hiruta was followed at Elf by another creator named Kenno Yukihiro

  [aka Kanno Hiroyuki], who made the game The Girl Who Chants Love at the Edge of this World Yu-No (1996). Then, a creator named Takahashi Tatsuya at the company Leaf made games such as Shizuku (1996), Kizuato (1996), and To Heart (1997). Hiruta, Kenno, and Takahashi were pioneers. All we did at Key was follow the work of those three people at Elf and Leaf. It is not as if we in-vented crying games. Bishojo games had just reached a new level in the late 1990s, and we rode the wave. But the actual term “crying games” only came into use around the time we made Kanon YE

  T’S / K

  AL ARUIS

  © 2000 V

  Air: Kirishima Kano

  THE CRYING GAME

  MOE_11_98-107.indd 105

  13/2/14 10:24 AM

  106

  YE

  T’S / K

  AL ARUIS

  © V

  Kanon: Sawatari Makoto

  in 1999, and that’s why people some-

  times think the genre originated

  with us.

  PG: What does the word moé mean

  to you?

  MJ: It’s a reason to live. If it were to be taken a e taken w

  a a

  w y

  a ,

  y

  many people would no longer be able to survive.

  PG: Why do you think that moé is so important to so many people today?

  MJ: Many people feel insecure. You go to school, ol

  ,

  but you might not be able to get a job, and

  even if you do it might not be a full-time

  position. Without a stable income, it’s hard

  to start a family. There is a general move

  MAEDA JUN

  MOE_11_98-107.indd 106

  13/2/14 10:24 AM

  107

  toward isolation. People don’t have a direction or a purpose. That is why I said that moé is a reason to live. Once people fi nd something meaningful to them, they pursue it. Manga, anime, games, or whatever it may be provides a reason to live and a passion that can be shared with others. Otaku gather on video-sharing sites such as Nico Nico Douga and massive bulletin boards such as 2channel. This is an age where people struggle to live together. Everyone feels like they are fi ghting for what they believe in. That is why fans are so passionate and outspoken, and that energy fuels the moé boom. With so many people taking manga, anime, and games so seriously, it has become impossible to deny the importance of moé.

  Y E

  T’S / K

  AL AR USI

  © 2004 V

  YE

  T’S / K

  AL ARUIS

  Above: Clannad, Ibuki Fuko

  © V

  and Okazaki Tomoya;

  right: Kanon: Kawasumi Mai

  THE CRYING GAME

  MOE_11_98-107.indd 107

  13/2/14 10:24 AM

  108

  Interview with

  Ito Noizi

  SKS

  WWOR

  IA

  ED

  II MC

  AS

  //

  HI

  AHASK

  TA TAO

  HIRC

  HSHIA

  ©Y© YA

  Ito Noizi, born in 1977, is an il-

  lustrator and character designer

  for adult games at the company

  UNiSONSHIFT. Her illustrations have

  appeared in the games Wasurenagusa

  Forget-Me-Not (2002), Nanatsuiro Drops

  (2006), Alice Parade (2007), and Fly-

  able Heart (2009). She also illustrated

  the UNiSONSHIFT novel A Clockwork

  Ley-Line: unmei no mawaru mori (2012).

  In addition to her work at UNiSON-

  SHIFT, Ito has illustrated the Shaku-

  gan no Shana and Suzumiya Haruhi

  series of young-adult novels, both

  adapted into hit anime series. She

  L

  PAT

  designed Neon-chan, the character

  SOFS

  SY SY

  mascot for the Osaka district of Nip-

  EESTR

  pombashi. In this interview, Ito talks

  OU C

  PH

  about how she got started on her

  AR

  OG

  career as an illustrator and her per-

  TOHOPH

  spective on moé as a female artist.

  ITO NOIZI

  MOE_12_108-115.indd 108

  6/2/14 4:43 PM

  109

  Girl Drawing Girl

  On Bishojo Games

  Patrick W. Galbraith (PG): Is Noizi your real name?

  Ito Noizi (IN): It’s a pen name. I took Ito

  from the name of the guitarist in the

  band Siam Shade, and Noizi refers to

  Noisy, the name of the bass player

  from the band Sex Machineguns.

  PG: I take it that you like rock mu-

  sic. What else are you into?

  T

  IN: I like to go shopping for clothes with

  NSHIFO

  friends, although I sometimes go alone and just

  UNIS

  look at clothes. I’m a very normal person.

  ©

  ESGA

  IM

  PG

  PG:

  : Your characters tend to be very fashion-

  able

  ab . Do you get ideas for your character

  designs while looking at clothes?

  de

  IN: Y

  : es. While walking in front of
store win-

  dows,

  dow ideas for illustrations will come to me.

  The things I see become a r

  The

  eference for me.

  PG: When did you start drawing?

  IN: It wasn’t until middle school that I

  really wanted to draw. I had a friend who

  Facing page: Shakugan no Shana;

  above and left: Flyable Heart

  GIRL DRAWING GIRL

  MOE_12_108-115.indd 109

  6/2/14 4:43 PM

  110

  was good at drawing, and I would always bring her paper and a pen and ask her to draw me cute girls from manga and anime.

  Being near someone so talented inspired me to start drawing myself. At the time, I never dreamed I would become a professional illustrator.

  PG: So did you start off drawing cute girls like the ones your friend drew?

  IN: Yes. It was just the usual stuff girls like to draw. Princesses and cute girls in fashionable clothes like the ones you see in shojo manga (manga for girls).

  PG: When did you decide to make a career out of it?

  IN: When I was in high school, games like Street Fighter were booming. My little brother was totally into fi ghting games, and TD.

  O., L

  N CETOH

  A SWAKO

  AD

  T

  O 2003 / KTI I

  NSHIF

  O

  IZO

  UNIS

  A, N

  ©

  WA

  IG

  AN

  U T

  ARG

  © NA

  Left: Suzumiya Haruhi;

  above: A Clockwork Ley-Line

  ITO NOIZI

  MOE_12_108-115.indd 110

  6/2/14 4:43 PM

  111

  I would go with him to the arcades. Seeing these g

  g

  games and

  watching him pla

  l y

  a ,

  y I decided I w

  , I deci

  anted to tr

  ded I w

  y to design g

  anted to try to design game

  ame

  characters.

  PG: So how did you come to UNiSONSHIFT?

  you come to UNiSONSHIFT?

  IN: I applied for jobs at major companies

  jobs at major companies

  such as Capcom,

  m but I failed all m

  ,

  y in-

  but I failed all my in-

  terviews. In the end UNiSONSHIFT hir

  end UNiSONSHIFT hi ed

  red

  me and I’ve been with them e

  n with them v

  e er since

  ver sin

  .

  ce

  . At

  At

  the time, I only kne

  k

  w a

  ne

  bout mainstr

  w a

  eam

  bout mainstream

  a

  games and had nev

  ne er e

  v

  v

  er e en hear

 

‹ Prev