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#I've been wanting to explore her character
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What if Class of 09 Flipside was made by a Woman?
I liked Class of 09. I liked it's snappy dialogue, I liked it's social commentary of high school and women's experiences with creepy men and adulthood, I liked how it gave such a compelling main character where you know she's awful yet acknowledge that she has her reasons without justification. I like Class of 09, both the original and re-up. What I don't like though, is Class of 09: The Flipside.
Setting my personal disgust with the feet routes and the 'Palestinian slave trade' comment aside, the writing in Flipside just is completely different from the last 2. Instead of focusing on the biting social commentary of the woman experience, it instead prioritizes shock value with only some form of substance (e.g, jecka seeing nicole's suicide, jeffrey's death, the ending messages apart from the creator) And you know what else sucks? We never actually got to explore Jecka properly of who she is as a character, her relationships with her family, friends, former friends...Sure, we get doses of her life like her dad which does do what the game promised: Change how we saw the Class of 09 story before. We now understand why Jecka was terrified of the cop's yelling, not only because an powerful authority abusing his power but also experienced it before. See, this was the stuff I expected from Flipside. This was what the game should've prioritised in. Instead, it seemed like the creator would rather showcase his fetishes and spite people that don't like him or the game. From that there on, I keep thinking to myself: 'you know, this game would've been better had a woman wrote this.' But can they?
I'm a woman experienced high school before, even tried to fit the class of 09 writing style on my characters in my own personal time. Given how a lot of class of 09 fans are disappointed with the new game and I want to get into writing publically, I figure that I be the one to rewrite Class of 09 The Flipside in hopes of re-capturing the essence of the first two games alongside the game's intentions itself. Even though it's still in development, I've already outlined the routes/endings so far for you all to get a peek:
Route 1/Ending 1 - Invasion of MySpace: The foot route will be replaced by Jecka taking and making videos/pictures in order to make money after being fired from her job. Think of it like a late 2000s or early 2010s version of OnlyFans. This would help remain the social commentaries of men’s creepy behaviour to women alongside how their safety is affected. There’ll be an option of whether to go to the creepy man’s house or go home. If she goes home, she finds Nicole giving her dad a handjob with a dead expression. It ends with Jecka killing herself and implies that Nicole followed her too (not half naked though, just in regular clothes cuz I'm not a freak unlike someone)
Ending 2 - MurderSpace: If Jecka chose to go to the creepy man’s home, she gets murdered and placed like a doll in the man’s basement. 
Route 2/Ending 6 - Breaking the Wounded Heart: Jecka finds herself to work with Karen and Ari at Dominos. Overtime, they start to form a bond and Jecka herself starts to mature and finds Nicole to be unbearable. Jecka finally breaks off her friendship with Nicole and cuts forward to the future where Jecka currently lives a peaceful yet boring life, reflecting on the past with Nicole, wondering if she’s really better off without Nicole because while she’s now in a stable life without the chaos, it's the chaos that entertained her: Nicole entertained her. And now it’s all gone. But in the end, it suggests that things are much better with Nicole gone as it cuts to a phone beeping and Jecka looking down at it with a smile while Ari is by her side. Yes, this is the route where Jeckari is canon. I know this sounds too sweet for Class of 09 but I want it to still match the vibe with it being less shocking but more real in a way. Something too realistically depressing but still mundane. This is what I planned to be the saddest but best outcome of the game. The most real I should say. 
Ending 5 - Was it all worth it?: If Jecka chooses Nicole over her new friends, it ends with her and Nicole being homeless smoking drugs in an abandoned forest with Jecka reflecting on whether or not she made a good choice with Nicole before commenting on needing a Xanax to distract her from the regret and pain. 
Route 3/Ending 3 - Fuck Men!: Jecka gets into a relationship with a presumably kind-hearted gentleman. Nicole tries to warn her but Jecka won’t listen. She then is coerced by the man into doing sexual favours for his economic gain, making her become a sex trafficked victim.
Route 4/Ending 4 - Drunk Drive Delivery: Same route where Ari dies but instead the ending changed to Jecka being arrested for 6 months where the ending monologue would showcase her conflicted in anger and regret. Plus, it plays more to the idea of Jecka ‘dying at 21’ logic with being forced to work: adult party culture: that kind of thing. 
I'd be happy to hear any feedback or/and ideas for this rewrite.
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genericpuff · 3 days
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Was your Kore/Persephone portrayal inspired by dissociative disorders? I interpreted it more as her dark internal monologue that she was suppressing. Like when you have dark thoughts of know things inherently, but try to rationalize your way out of thinking them. I figured it was just a more dramatic way of portraying intrusive thoughts.
Ahh this isn't really a question I can answer with a simple "yes" or "no". Especially when considering everything you just listed are often inherently symptoms of many interlinked mental disorders like DID and BPD haha (especially when it comes to the suppressing).
As I mentioned in my previous post I've been writing these types of characters for years. Uzuki is a big one that comes to mind. I love writing conflicts of the self, mind vs. reality, identity vs. instinct, past vs. present, etc.
CW: BLOOD/GORE, GRAPHIC VIOLENCE, DEPICTION OF TRAUMATIC BREAKDOWNS AND DISSOCIATION AHEAD!!!
(note the black and grey pages are read right to left like a manga, this was from my weeb days LOL)
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It wasn't until years later after I was diagnosed with ADHD and autism that I realized my love for those tropes was rooted in something far more internal. Sure, sometimes a trope is just a trope, but now I fully understand why I've found myself pulled back to that trope time and time again, because I myself have struggled with a lot of the same internal conflicts that characters like Uzuki and Kore have struggled with. It wasn't just me loving a trope, it was me finding solidarity and representation in characters who shared my experiences, even if they were largely hypothetical or for the sake of creative expression.
That realization came long before Rekindled, of course, but it hit me like a sack of bricks when it did, as any realization of an undiagnosed disorder tends to do after years of thinking you're just "broken". That said, it's allowed me to explore these topics with even more nuance and understanding, while also pointing out my own weaknesses and blind spots in the pre-conceived notions I had about myself that I was then able to challenge once I knew what was really going on. It was still challenging as it was so personal, but it ultimately made me a stronger person and a stronger writer.
Skip to the future though with Rekindled, everything I just explained is why I was so interested in LO's AoW plotline to begin with, because a lot of it played to my own interests in those sorts of characterizations - consequently, it was one of the plotlines I wanted to overhaul the most when I started coming up with the basis for Rekindled, as I was disappointed that it was forgotten about over the course of S2 and completely retconned by the trial arc. In a weird way, it almost feels like all the time I spent working with characters like Uzuki was preparing me for a character like Kore/Persephone. And conversely, writing about Kore/Persephone has helped me harness my skills more which I can take back with me when it comes time to continue Uzuki's story.
All that said, mental disorders and neurodiversity were never "inspiration" to me when I was learning how to write and/or designing these characters, but that didn't make them any less intersectional. It was more like something that just came naturally to me as someone who is neurotypical and has diagnosed mental disorders (I am my own worst inspirations LOL) and I wanted more characters like that who weren't just automatically "villains". I try to always treat them with care to ensure that I'm being kind to both the characters as well as myself as someone who heavily relates to these experiences, but I'm also not really afraid to express the more "ugly" sides of those experiences either. Especially with characters like Uzuki who are largely problematic to their core in their actions - much of those actions, as I would learn about myself in my own healing journey as well, are often spurred on by a lack of care, empathy, and understanding in their unique struggles.
There is so much I'd love to say about Kore and Persephone's characterizations and what led them to this point, but I got about a paragraph in before realizing that it would be WAY too massive of a spoiler LOL I'm really, really excited to get into it - though nervous too - but I hope that, at the very least, readers can have patience for her as she goes through everything that's on the horizon. There are times it may get ugly, even outright bleak, but that is simply one side of the coin that represents her duality as a goddess - the dreaded Bringer of Destruction, and the merciful Goddess of Spring.
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misakistaircase · 7 months
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If I made a rp blog for my OCs, would you guys be interested?
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dreammeiser · 4 months
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🪄 Dear Mad March Hare, Sweet Rose of May 🌈
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mayasaura · 2 years
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Going into Alecto, I think it's important to expect that the series won't conclude with a clear lesson. Either about morality—what makes a good person, evil getting their just desserts, ect—or a thesis on decolonization. It's not that kind of story.
Deep down, this series is two drunk girls bearing their souls in a dark corner of the bar. An hours-long conversation that wheels wildly through pop culture, past trauma, theoretical physics, dreams and aspirations, global warming, hairstyling, friends, family, gender, personal insecurities, world history, favorite foods. It has a lot to say, and a lot of it profound, but it's not trying to teach anything. At the end of the night, the point was how fucking cool that girl was, and the potent electric potential for something lgbt to happen
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asimovsideburns · 1 year
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are you playing bg3 and if so can we see your character 👁️👁️
I am!!! I have started multiple characters but I'm trying to stick with my shield dwarf Dark Urge warlock and actually play the game instead of just playing the tutorial eight thousand times fkjddkf
I was messing with the camera trying to get a good angle on her and then went "oh right maybe if I talk to someone" and the lighting in these woods is honestly not bad, although you can't really see her freckles
(also I'm still in act 1 and taking things kind of wildly out of order I think, so no spoilers please fsjdhfkd)
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pekoeboo · 10 months
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hm;; i'm kind of at the point right now where I'm not sure if i'll end up actually continuing/finishing the Journal?? I've had a basic outline written out for the entire rest of the story in one of my notebooks, so I know exactly what happens from the point I left off... but actually writing it hasn't exactly worked out very well for the past several months or so. >n<;; there's also a lot of new lore changes that have taken place and i'm ?? kind of not sure how to implement them into what i've already written without rewriting a bunch of stuff as well;;
idk if anyone's even still interested in the story anyway so it probably doesn't matter if I don't update it again. I just wish there were a way for me to still share what happens for anyone who is still curious, but writing new entries just isn't in the cards for me right now. maybe sometime in the future I'll get hit with the inspiration to continue with it? but as of now, probably not.
I guess I'm cool with spoiling the rest of it tho if anyone wants to know what happens - just send me an ask regarding the story and I'm more than willing to share that info :0 don't think i'll be able to really draw much art to explain stuff either so asks are probably the best way for y'all to figure out what happens. if not, then i'll likely just keep a lot of that to myself since i have no idea how else to share it.
anyway, it is what it is I suppose. these things happen with long-form creative projects, and I'm not the kind of person who is really good at keeping up on stuff like this for extended periods of time, unfortunately. hope that's ok tho;;
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gingerslemonade · 11 months
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I don't think I can even, like, begin to describe all the ways and levels in which SSGN makes me mad.
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[[ Picture by my friend, permission to upload was granted. ]]
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vyrantium · 10 months
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hmm. i haven't made ambrosia's playthrough spicy enough when it comes to durge things, i think. i need to replay her anyways because i missed a bunch of stuff, and maybe this next one will be more... tragic
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tamarin-opal-eyed · 1 year
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OOP Tam's a bun now! Long story, will put in the tags, but aside from an adjustment in name/backstory/colors, she's still the same grump.
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nitonitonito · 2 years
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          I KNOW I KNOW BUT HEAR ME OUT-
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ochibrochi · 7 months
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spontaneous magic manifestation was NOT mentioned in the parenting handbook 😬
I know this isn’t how magic in dc works, but the fact that Damian’s ancestry includes some pretty powerful magic users is… INTERESTING 🤔? Drabble under the cut!
I wanna preface that I'M NOT SAYIN' that Damian should/does have magic powers, but there’s still so much unexplored potential with Damian's character, and the thought that he has a dormant adeptness in magic is somewhat compelling to me. Most importantly it would FREAK! BRUCE! OUT!!!!! What is this, magic puberty 😭??
By DC laws, anyone has the ability to learn magic, but it is also possible to be an innate ability. The Al Ghuls are no strangers to the occult-- Ra's has had increasingly been portrayed as a magic user, and the recent establishment of his mother being a sorceress/witch?? Even Talia dabbled in a bit of magic, I think. There is a catch that their power is suggested to be due to Lazarus exposure, but for arguments sake let's say the Al Ghul lineage is inherently proficient in magic (and Lazarus exposure simply enhances it).
I can't recall "magic" being a part of Damian's training/upbringing (I'm still slowly catching-up on Damian comics so apologies if I miss any canon examples of magic use). Not sure why Talia wouldn't want her little "heir to an ancient assassin empire baby" to learn magic, but it would at least give reason to Damian not knowing about his magic potential, or lack of interest in it.
Through the power of pseudo storytelling, what if Damian's encounter with Mother Soul could have triggered a manifestation of magic that was once dormant; like a pressure cooker waiting to explode with energy when it hasn't been given a safe outlet.
I've yet to read a satisfying arc where Damian truly gets to contemplate his Al Ghul roots outside of "dad is good guy, mum is bad guy". Damian's initial character growth stems from him running away from, and renouncing his association with the League (i.e. "I'm nothing like you, mother and grandfather!").
The most recent thing I've read was Robin (2021), and whilst Damian is much more cordial with his mother, there's still an emotional distance and sense of distrust/resentment (for good reason, even if the context was some cartoonishly evil writing). But there is a silver-lining that they still appear to be fond of each other, in a melancholy kind of way.
Realizing he's "genetically" primed for magic would be especially confronting to Damian. There's no denying his Al Ghul blood, forcing him to confront a facet of himself he can no longer ignore or reject. A family that he likely has to approach for help/guidance.
Damian is put in a position of acknowledging this power could be used for good, to be stronger, to fight crime, balancing it with the implication that what he possesses could be rooted in dark magic (Lazarus enchantment).
If he decides to embrace it, would that be too much of an endorsement of the Al Ghul's dark occultism? Can he separate the two ideas? What if he can't control it? What if he accidentally hurts someone? What if has the ability to save someone where his other skills fall short?
Ideally, I'd love for this hypothetical story to lead into Damian exploring his Al Ghul heritage more intimately, historically, and spiritually (à la RSoB: Year of Redemption adventures). Another little coming-of-age self discovery journey.
I have my own little personal thoughts on what Damian decides to do with his magic powers, but I'd like to leave that open to interpretation... By the end of it I hope that he will at least find some forgiveness over resentment, and a balance between accepting that side of his family a little easier. It is finally a sense of inner peace :)
Any thoughts? Did I get any characterisation wrong? Let's talk over on my DC blog @arkhamochi! I'm currently trying to read all Damian-centric comics until I catch up with the current run. I'm hungry for discussion and analysis!!!!!!
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ambrosiagourmet · 8 months
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I love Izutsumi. She's got a great design, she's a fun addition to the main party, she adds some new tension, and she's honestly one of the reasons I read dungeon meshi in the first place. I mean, "the most cat to ever girl" is an extremely appealing hook to anyone who loves cats and girls (me, I love cats and girls).
However, while I have always liked Izutsumi, I finished the story kind of feeling like I didn't really get her. I felt like I had a decent grasp on her character an character arc (she's a traumatized teen given space to feel safe and open up, and because of that she realizes that she can't grow without letting go of the coping mechanisms she once needed). But I didn't feel like I really understood her role in the story as a whole.
She follows the group of her own accord, after a coincidental meeting and a misunderstanding of what they can do for her. She's never super invested in saving Falin, at least not compared to the rest of the group. Though they do help her escape Maizuru's shackles, and are clearly good for her in general, she doesn't really have a healing Moment with the group the way that Senshi does with the hippogriff soup.
And yet, she gets an entire chapter, the third-to-last chapter, dedicated to exploring her growth and future. She's the one who frames much of the falling action, who lets us check in with everyone. She's the one who helps talk Laios into accepting his role as king. She may join the story part way through, but she is there for most of it. So Izutsumi! What's your deal!?
Well, I think I've come up with an answer, at least for myself, that I really like. Two of them, even! Though they both really work together to form the overall point - Izutsumi is the character that most helps the story face towards the future. Here's why I think that.
So the first of these "ah-ha" moments was when I realized that Izutsumi really is the best supporting evidence for Laios' point about the good things that wouldn't have happened if Falin hadn't died.
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If Falin hadn't been eaten by the dragon, Izutsumi probably would still be a slave. It was because of Shuro and Laios' parties both being in the dungeon to rescue Falin, as well as Marcille's use of ancient magic in the resurrection, that she got the chance to escape. None of that would have been the case if Falin hadn't died. Shuro wouldn't have separated from the group and joined up with his retainers, Marcille wouldn't have revealed her knowledge of ancient magic, and Izutsumi never would have even met any of them. They are only part of her life because of Falin's death.
Though this isn't explicitly pointed out by Laios or Izutsumi in the scene, I do think you can very much feel the presence of it. For one, when Marcille reflects on the journey and how much it made her realize she didn't want to lose everyone, her relationship with Izutsumi is prominent:
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It's the main original group at the top and center, but when you read it right to left, it’s Izutsumi and Marcille who might catch your eye first. And it's specifically Marcille and Izutsumi's relationship on display here, not just Izutsumi's presence in the group in general.
Also, after Laios' statement about how none of their adventure would have happened without Falin dying, it is Izutsumi who gets the final word:
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Izutsumi is also the one here who is the most forward-facing. Chilchuck is trying to correct Laios, Senshi is focused on the immediate future, and Izutsumi is talking about her new goal.
And I want to talk about that goal in general as well, because it’s also interesting how it comes up. In that moment, everyone is trying to remind Marcille of her less destructive desires - to eat food, to share it with them, and to meet Chilchuck's family. All of which are previously established, existing desires. When prompted by Chilchuck to join in, however, Izutsumi offers something new:
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That's interesting, isn't it? It's kind of funny, of course, to see her rambling on about a completely new thing, her own personal motive, in the middle of everyone working together to reach out to Marcille. Izutsumi doesn't even know who Yaad is! But at the same time, it’s kind of meaningful. Amidst the focus on desires that everyone already had, she adds a completely new one to the mix. It’s even the final bridge that lets Laios reach Marcille.
It is, in fact, even an idea that comes back later to help out another lord of the dungeon. The idea of finding new goals and feeling new desires... this is exactly how Kabru reaches out to Mithrun, after the Winged Lion is gone
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So yeah, Izutsumi's presence here, both in what she's actively choosing to say as well as what she represents of the consequences of Falin's death, supports the story's ideas of moving forward. Of accepting the past, and finding new reasons to live.
Which is all really good, and that alone works pretty well as an answer to what Izutsumi's role in the story is.
But oh, oh. There's more. Something I realized after having thought of all this, because I still couldn't let go of the feeling that there was still something I was missing.
And as I reviewed the things I loved about Izutsumi - her sometimes unhealthy ways of coping with trauma, her struggles with isolation, her skill with fighting, her selfishness contrasted with the ways she grows to care for and protect the group, her perpetually guarded nature, born from the seeming impossibility of ever fitting in or finding a safe place to just be herself - I realized something.
Izutsumi...
is a foil to Falin.
Where Falin copes with isolation and trauma by being eternally caring and struggling to say no to people, Izutsumi copes by constantly saying no to everything she can. Falin is often considered selfless, but does have selfish desires that she can’t easily express until a moment of crisis. Izutsumi is delightfully selfish, but chooses to stick by her friends when they need her. They are both transformed, against their will, into partly monstrous hybrids, and they both will have to live with that - there is no undoing what has been done to them.
Falin anchors the group in the past. Izutsumi pulls them towards the future. Neither would find freedom without the other - it is Falin's death that leads to Izutsumi joining the party, and likewise, it is Izutsumi who inspires the realization of how they can save Falin.
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And Falin is her future, as much as Izutsumi is Falin's. Both learn to be a little more like each other, even though they never meet. Falin gets a little more selfish. Izutsumi gets a little more willing to bend.
In this context, I feel like I have finally started to understand just how important Izutsumi is to the story. She is a proof that they cannot just go back, and she is a clawed, happy-to-scratch-anyone-who-pisses-her-off reminder, at that. In any conversation about what the group wishes would have happened with Falin, she cannot be ignored or brushed aside.
She is a reminder that, even in the midst of a tragedy so big it feels like a shadow you will never escape, you have yet to met all the people you will love. Hell, some of those people might even be catgirls. We should all be so lucky.
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room-surprise · 2 months
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New Ryoko Kui interview dropped!!!
(This is a quick and dirty translation made using machine translation, and which I've lightly edited to add clarity. I'm not fluent in Japanese so I may have gotten things wrong. I'm sure others will do a better job later.
ADDITIONAL CONTEXT: This article is from a Japanese gaming magazine, like the previous interview in Famitsu, so they focus on video games and don't discuss other influences, even though they do get mentioned and are clearly pretty major.)
Kui was able to write "Dungeon Meshi" because she was not good at eating food and participating in human relationships. In this interview, we dig deeper into the influence of games, and how Ryoko Kui focuses on things she likes and dislikes while writing. [Writers of the Gaming Generation]
Dungeon Meshi.
This manga is attractive for its unique theme of "dungeons, defeating monsters in the labyrinth, and cooking them," as well as the unique characters, detailed human relationships, and deep worldview depicted in the labyrinth. It is currently being made into an anime, and adventurers from all over the world are fascinated by the world of "Dungeon Meshi."
So I thought , "I wonder if this work was drawn by someone who loves food and people." The depiction of such delicious-looking food and the construction of delicate human relationships and characters. Surely, it must have been drawn by someone who absolutely loves it.
However, in reality, the author, Kui Ryoko, says that she "is not good at either food or relationships."
So why was he able to continue drawing things she was not good at?
During the roughly 10 years of serialization, Kui has continued to confront "things she dislikes." This interview delves into Kui's unique creative techniques... and at the same time, it also delves into her "favorite things."
That's the "game"!
Those who are familiar with the subject may already know this, but Kui is also a big gamer. And it seems that "Dungeon Meshi" is heavily influenced by RPGs such as "Wizardry."
As a result, this interview turned out to be "I asked Kui a lot about her likes and dislikes." Likes and dislikes. They are the source of all interests and curiosity.
So how do we use this knowledge in our creative endeavors? How does this knowledge manifest itself in Dungeon Meshi?
How were those charming characters and the deep world created? We spoke to the original author, Kui Ryoko, and the editor, Masaru Hiroi, about things they could only talk about after the series was completed.
This is a game with the volume of a great labyrinth. I hope you will explore it all the way to the final floor!
Dungeon food. It's eat or be eaten. There is no superior or inferior, to eat food is simply a privilege of the living. Dungeon food. Ah, dungeon food.
First, I want to ask about how Kui first encountered video games.
--What are some influences from games in Dungeon Meshi? What was your first game, Ms. Kui?
Ryoko Kui (hereinafter referred to as Kui): I played traditional RPGs such as [blank?] and "Final Fantasy."
I think the first game console I ever played was a Famicom, which my parents won in a lottery . So before I knew it, we had a Famicom at home. I think my parents bought me the Super Famicom and PS1 after that...
After that, I took a break from games for a bit around the time of the PS2, but around the time of the PS4, I was finally able to buy games with the money I had earned myself .
--Why were you able to stay away from games around the time of the PS2?
Kui: I was too busy with exams, so I thought, "Well, I shouldn't be playing games," and left. When I started living alone after that, I couldn't play games because I didn't have a TV. My computer was also a Mac. [Macs aren't compatible with many games.]
--What was the trigger that made you think, "I want to play games" again?
Kui: I think the biggest thing was starting the serialization of "Dungeon Meshi."
Fantasy stories all have different settings, but at the same time, there are also things they share in common. For example, if you want to create a fantasy work, but you only know "Dragon Quest," it will end up resembling "Dragon Quest." It's scary to copy the setting of only one work.
So I just wanted to play a ton of different fantasy games and get an idea of ​​what the most common general understanding of fantasy is.
--Did you start playing it while you were still developing the concept for Dungeon Meal?
Kui: That's right. If I'm going to talk about "eating food," I have to play a game that has a system for eating food .
So I was interested in "Dungeon Master." However, at the time there was no easy way to play "Dungeon Master" on a real machine, so I played "Legend of Grimrock", which can also be played on a Mac.
["Dungeon Master," is a computer RPG released in 1987. Time passes each time you take an action in the dungeon, such as moving, fighting, or resting, so its biggest feature is that the game progresses in real time according to the player's actions. "Legend of Grimrock," is an action RPG released in 2012. It has a game design similar to "Dungeon Master."]
Until then, I had felt that overseas games and games played on PC were too difficult, but I felt like I had overcome one obstacle there. I thought, "Oh, this is pretty easy," and started playing a lot of different games.
-- Those two games are quite heavy even among RPGs, I think, so did you actually have that much difficulty with them?
Kui: No...I would say that my impression is more that best-selling games are easy to play (laughs).
I'm not that good at games myself, so I usually play games that allow you to adjust the difficulty on a super easy setting. So, games that allow you to lower the difficulty are always a lifesaver.
-- I've heard that apart from RPGs , you also like games such as "13 Sentinels: Aegis Rim" and "Paranomasite FILE23: The Seven Mysteries of Honjo ." Do you have a favorite genre, Mr. Kui?
Kui: I guess I'm just not very good at games that require you to use your brain through trial and error.
But in RPGs, if you just level up and keep tapping, you can win and progress in the game. Also, in novel-type games, if you read the text, you can progress. By this process of elimination, I quite like RPGs and text-based games .
Personally, I like games like Disco Elysium the most, which are text-heavy, top-down, and have maps to explore.
...Even I think that's a pretty negative reason (laughs).
Everyone: (laughs).
Hiroi Masaru (hereinafter referred to as Hiroi): But, Ms. Kui, you have really played quite a lot of games, haven't you?
Kui: No, the reason I'm able to play so much is because I play in a pretty callous way ...
I often buy a game, play it, and then just don't play it. So there aren't that many games I complete... I only complete a few a year. I play around 40 games, and if I complete 5 or 6, that's good.
When I asked if I could draw at Comitia, I got scolded.
-- Have you had any exposure to fantasy outside of digital RPGs?
Kui: I think it's not just games, but also the fact that I've always loved foreign fantasy novels . I was given books like "The Neverending Story," "The Lord of the Rings," and "The Chronicles of Narnia."
-- Dungeon Meshi gives off an atmosphere of Western fantasy like gamebooks or tabletop RPGs, rather than the typical Japanese fantasy games like Dragon Quest.
Hiroi: I think I went to Kui's house before the series started. At that time, we were discussing the name of a sci-fi manga called "Drawing Inside the Brain," which I had rejected many times.
Ms. Kui said she wanted to serialize this sci-fi manga... and when he was on the fourth draft, he said, "No, this isn't going to work," and when I looked at the scribbled notes next to her desk, she had already drawn the original version of "Dungeon Meshi" ! (laughs)
Kui: ……………No, I don't remember much (laughs).
Everyone: (laughs).
Kui: But I had wanted to draw a manga about exploring a dark dungeon, like Wizardry .
Since I was in elementary school, the manga I drew in pencil in my notebooks were all fantasy stories about swords and magic, so I had always wanted to draw a proper fantasy manga. However, there weren't as many fantasy manga in bookstores at the time as there are now, so I wondered, "Maybe fantasy doesn't sell."
Hiroi: At the time, there were a lot of people in their teens and twenties posting fantasy illustrations on online communities for artists, such as pixiv, and Kui was one of them.
I thought, there are so many people who want to write fantasy, so if she writes a fantasy aimed at this generation, it might sell.
And when I saw Kui's notes, I thought to myself, "Let's make a straight-forward fantasy manga, without making it weirdly twisted."
Kui: I originally thought of making this "dungeon exploration manga" as just a hobby... When I asked Hiroi if I could draw it at Comitia first, he got angry.
[Comitia is a comics convention in Japan for original self-published comics.]
Everyone: (laughs).
Hiroi: I said, "If you're going to draw at Comitia, then make sure you draw it as a proper serialization!" (laughs)
However, at that time, Kui had already published two collections of short stories, and they were being reprinted. In other words, she had a certain number of fans even before the serialization began.
So I decided, if Kui creates a pure fantasy for those fans, we can't fail badly. If it doesn't work, we'll just learn that fantasy is difficult to sell after all.
--By the way, were there any discussions between you and Ms. Kui about the fact that fantasy doesn't sell?
Kui: I remember vaguely talking about how fantasy manga doesn't sell well and how difficult it seems. I don't know much about light novels, so that might have been there for a while.
However, since a lot of fantasy manga were coming out around the same time, it was probably a "transitional period ." Maybe it was just when people started to feel more and more like they wanted to draw and read fantasy.
Not everyone is that interested in the things I like
-- I feel that "Dungeon Meshi" is a title that has breathed new life into the fantasy genre. How did you go about creating the setting and world when dealing with fantasy?
Kui: I try to think, "Not everyone is that interested in the things I like."
I like to think about pointless settings endlessly, but there are times when I think , "When this setting is actually made into a manga, people probably won't be interested in this story." So I try to include things that will make people interested, and cut out things that will distract people as much as possible.
For example, in "Dungeon Meshi" I initially wanted everyone to speak various languages. On top of that, I wanted to make the characters "only able to communicate with each other in one language"... but Mr. Hiroi said "Don't do that" (laughs).
Everyone: (laughs).
Kui: Even when I'm drawing it myself, I think, "It takes more than six panels to explain this setting...", and if I explain the setting more than necessary, it slows down the pace of the story.
Moreover, since "Dungeon Meshi" was a monthly serialization, unlike a weekly series, there wasn't much time for extraneous stories. Specifically, I had to draw one episode of about 30 pages per month.
In that case, there was no time to add in settings like "Actually, he was thinking about this behind the scenes" or "Actually, he can speak two languages." So, rather than there being any clear choices, there were quite a few times when "there was no time to do things normally." If it had been a weekly serialization, I might have included more.
--Does the scene where Chilchuck yells insults in his own language feel rather "forced"?
Kui: That's right (laughs).I thought, this only takes one frame...it's my chance [to include information about language]!
--So you haven't thought through all of these "fictional languages" yet?
Kui: If Dungeon Meshi were to be my life's work and I were to spend my whole life creating this world, I think it would be more fun to think about it...but initially, I thought that Dungeon Meshi would end in a few years.
Hiroi: Initially, I said, "It'd be nice if it continued for about five volumes" (laughs).
However, Kui's first draft really had a lot of material... so the editors cut out a lot of it. I understand that it's the parts the readers want to read, but I cut out the parts that deviate from the main story. So it's a battle between the "author who doesn't want to be cut" and the "editor who wants to cut."
--By the way, what kind of discussion took place between the "parts you want to cut" and the "parts you don't want to cut"?
Kui: There were a lot of them every time, but I can't remember them specifically now...it was just small, unimportant details that got cut.
In the scene where the hams made by the Red Dragon go back into the pool of blood, I remember saying, "You don't need these," and they were about to cut them off, but I remember desperately stopping them by saying, "We'll need them later!" I'm glad they weren't cut off.
But once I think of the setting, I want to include things, and then they get cut out, so at first I didn't want to expand the world too much.
I also wanted to complete the story within the dungeon. I didn't want to reveal the name of the country, and I didn't want to give the characters surnames. But in the second half, Hiroi-san told me, "The world is too small, so you should make it bigger," and I was like, "Are you sure?"
--Mr. Hiroi, why did you say that?
Hiroi: As the story progressed, it became clear that "Dungeon Meshi" was no longer just about saving a sister in a dungeon. So I decided that it would be unconvincing if the story had no involvement with the outside world, since what was happening in the dungeon was something that would affect the fate of the whole world.
For example, in real life companies, the more important a decision you make, the higher your superior's rank becomes, right? When I thought about it that way, I felt something was off about the idea of ​​Laios and his friends deciding the fate of the world on their own. "How can they make that decision without anyone knowing about it?"
The fact that the Canary Team was there meant that there must have been a system of reporting, contacting, and consulting here, because that's how "society" and "organizations" work.
In short, I think we were thinking about the situation and asking, "If an organization were to get involved in saving the world, how persuasive could they make it given the society that exists in the story?"
Kui: Well, the plot hasn't changed at all.
From the beginning, I had intended to write a story about saving the world, but I also thought it was possible for the world to be saved by only a select few people in the dungeon who knew the circumstances. Changing it was what Hiroi-san thought would make it more persuasive.
When I was drawing the first half, Hiroi told me, "You don't have to decide anything yet." I was in a hurry to move the story forward and explain the world and story setting, but he told me, "It's better to limit it to introducing the four main characters until about the fourth volume." But in the second half, he said, "Introduce more people and expand the world."
Everyone: (laughs).
Hiroi: Kui-san was like , "That's not what you said originally!" (laughs) But both had meaning...
Kui: I was the one saying, "If we expand the world there, the story will never end, right...?"
After drawing it through to the end, I realized that the balance between holding back and expanding didn't work the way I had expected. I think this is one of the reasons why the serialization of "Dungeon Meshi" took so long.
-- But there are a lot of characters in "Dungeon Meshi," and the relationships between them are complicated. I heard that you also created the relationship diagram for "Taikaishu" [※3] ...
Kui: No, I haven't made one [I didn't do that?]!
[Taikaishu is a full-color web comic by Funako Tsukasa that began serialization on a website in 2005 and is still ongoing. Its unique worldview has earned it a loyal fanbase, especially on the Internet.]
-- Eh? Is that not the case?
Kui: To be precise, I just created an account on the fan wiki.
When I started reading "Taikaishu," I struggled with the complex setting and the large number of characters...and I thought "it would be easier to read if there was an explanation or a list of characters."
So I searched for a bulletin board where readers were sharing their thoughts and asked if there was a summary, but they said there wasn't. So I thought, "Maybe if there was a place where someone with more knowledge could summarize it," and I just made a wiki account.
So I didn't actually edit it. It seems like I've been given credit for someone else's work, and I'm sorry about that...
Dungeon Meshi was created from a sense of guilt about food?
-- "Dungeon Meshi" started off with the catchy theme of "cooking monsters," but little by little the darker aspects and deeper world were revealed. Was the structure of "little by little revealing the darker side" something you had in mind from the beginning?
Kui: I thought I needed a theme to serialize it so I thought I'd try "food education." There were a lot of gourmet manga at the time, but I felt like there weren't many that focused on food education.
-- Considering that the theme is "food education," it makes sense that the nutritional value of the dishes in the story is clearly written down.
Kui: With the theme of "food education," I also thought up a rough outline of the story. Rescue the kidnapped princess, defeat the evil wizard, defeat the final boss, and become king... the framework is pretty simple.
But when I actually tried to proceed with the plan, I realized, "No, this story can't be done so lightly..." At first, I thought I could draw it in a more light-hearted manner.
Hiroi: At first, you were trying to finish the fight against the Red Dragon in one episode, right? I was like, "is that possible?" (laughs).
Everyone: (laughs).
Kui: When I tried to actually tell it in one episode, it ended up feeling like a very brief summary... In order to tell the story I wanted to tell, I had to tell it more thoroughly than I originally thought.
-- Did you have any special thoughts about the theme of "food"?
Kui: No... well... if I had to choose, I'd say I have a strong grudge against food.
Since I was a child, I was a very picky eater, and mealtimes were a pain for me. I hated eating in front of other people, and there was a time when I hated seeing other people eating, so I would look for toilets that were rarely used and eat my meals in the toilet.
When I was doing it, the word "toilet meal" didn't exist, so when the term actually appeared in society I was so happy, thinking "everyone was doing it!"
[Toilet Meals are a social phenomenon in Japan.]
Everyone: (laughs).
Kui: I was thinking, "This is so terrible, right...?" but it was a relief to realize that other people were doing the same thing.
--So what made you choose the theme of "food education"?
Kui: My parents, who were struggling with my picky eating, taught me many things, including the "triple eating" method, but it was no use and I continued to be a picky eater into adulthood. My parents had instilled knowledge about food education in me, but I was not able to put it into practice.
[Kui might be talking about Triangular Eating but I'm not sure.]
So the only thing that remains is that I feel an enormous amount of guilt when it comes to food and eating...
Hiroi: If you think about it objectively, the series starts off on a very negative note.
Kui: But now I've gotten over the habit of eating with other people... or rather, I've come to like it. My editor takes me to lots of delicious places.
--When I was a student, I was trying to leave my udon bowl at school, but my teacher found out and made me eat the packet of udon by myself. There was no soup, and it was really hard to eat the udon by itself.
Kui: It must be tough. I tried to hide it, but my teacher found out and I got really angry.
Hiroi: I've tried to hide it in a drawer before. Then, something dried up came out of the drawer... (laughs bitterly).
How can I draw things I hate?
-- Or rather, is it the fact that you're not good at it that gives you a higher level of insight into the food?
Kui: I think it's because you're interested in it that you either like it or dislike it. Inevitably, you spend a lot of time thinking about it.
Since "Dungeon Meshi" depicts a lot of food, one might think "Do I like eating?", but in fact there are many times when I draw it because I dislike something .
--Aside from food, do you also draw things that you dislike?
Kui: Maybe. For example, human relationships, modern times, fashion...?
-- Perhaps the relationships between the characters in "Dungeon Food" are portrayed so delicately because the author is not good at dealing with human relationships?
Kui: I've always been very curious about things like, "(This person is usually so cold, but has such a charming smile in front of other people)" ...
I feel the same way, but I think people are different in the way they show their true colors. I think it's strange that it stands out to me...
-- I have a simple question. When you draw something you hate, how do you feel? No matter how much you hate something, do you find it fun to draw it?
Kui: The events in the manga don't directly involve me, so I don't dislike the things I'm drawing as much. Also, when I draw while looking for the good parts, it can lead to new discoveries.
Also, I think it's scary to draw only what I like.
In my work, the important thing is "what to capture with the camera," and there's no need to go out of your way to capture filthy things, but at the same time, I think the world will look bigger if you keep in mind that "there are a lot of inconvenient, dirty, and unpleasant things outside the camera." That's the feeling I have when I paint/create manga.
When playing a game, if I have to choose between a game where I only feel like I'm in the world inside the game screen, and a game where I feel like there are lots of people living on the other side of the screen, and that the people in that world could travel anywhere they wanted, I think the latter is more fun to play.
I'm always thinking about how to express that "sense of the vastness of the world" ...and I personally like games that have "a world" to them.
-- Do you ever incorporate elements from the game into your manga?
Kui: On the contrary, I think that is a part that cannot be adopted .
The best thing about games is that each person has a different experience. Games that have lots of endings are also a result screen for what you've done up until that point. When I see something like that, I think, "That's so cool."
Personally, I think that's the game's greatest appeal, and something that could never be replicated in a manga that doesn't have players.
If you're so busy, when do you play games?
-- I'm personally curious, how do you find the time to play games? Even though you're busy with your work as a manga artist, you play quite a lot of games.
Kui: I often use the Steam Deck before going to bed or during breaks between writing manuscripts. In fact, I almost only use the Steam Deck now. I keep it by my pillow, so I can take it and play before going to sleep, or during breaks...
--Is Steam Deck really that convenient?
Kui: I recommend it. The screen is small, but it can run Cyberpunk 2077 .
Also, personally, I've gotten tired of having to turn on my PC to start up a game...with Steam Deck, I can just turn it on and it starts up instantly, even when I'm lying down. How do you writers usually play games? There are times when you have to play games for work, aren't there?
--When it comes to work, I calculate backwards how long I'll be playing before I start playing...If it's a game that can be completed in about 60 hours, I usually estimate that I'll play for 3 hours a day and complete it for 20 days in a row.
Hiroi: It's a lot of work!
Kui: That's amazing... You really are a gamer.
I've always thought that I have a talent for playing games ... but I'm not really good at that. If I'm given a game that's a little difficult, I get tired of it right away, and I'm not very good at trial and error. The range of things I can enjoy is very narrow.
I wonder if game developers around the world are also struggling with the question of "Should I make my games accessible to a wide range of people, even those who aren't particularly gamers?" or "Should I make games that are challenging and can be played deeply?" The same problem exists with manga, too.
When there's a game that I can't play well, I feel happy because it means the creator decided that there's no need to pander to people who can't keep up.
-- By the way, when you play games, do you do it as a normal "hobby"? Or do you play more often to find material for your manga?
Kui: Of course, a big part of it is that I play games as a hobby, but it is alleviated by the fact that playing games might be useful for my work (laughs).
Even if I'm not that interested in a game, if I think "it might be useful for work," I'll find the courage to buy it, and no matter how expensive a gaming PC is, I can still buy it if I think of it as a work tool. So the hurdles for many things related to games are lowered for the reason that it's "for work."
--So, when you read manga, do you feel like you're reading it for work?
Kui: In my case, manga has become my job, so when I read it I can't help but think of work.
However, I still enjoy gaming as a hobby . That's why I don't want to lose this hobby... and I don't think I'll be able to enjoy it as much if I get involved in games as a job, so I don't take on any games-related jobs.
Does the depth of the world come from the fact that it is "not decided"?
-- I heard in advance that "Dungeon Meshi" was written with a clear awareness of "what should be explained" and "what shouldn't be explained," so could you tell me more about that?
Kui: Having read a variety of fantasy novels and games, I thought that the "moment of discouragement" was the "repeated use of foreign words." When you write something like "XX of XX of XX," if there are three or more katakana characters, there is a high chance that it will be skipped over by Japanese readers.
That's why I try to refer to town names as "the neighboring town" whenever possible, and refer to characters who appear in flashbacks as "uncle" rather than by their full names, so that readers can understand without having needing exposition.
The magic used during battles in "Dungeon Meshi" is depicted in such a way that you can "understand what kind of magic it is just by looking at the picture."
-- What other aspects of Dungeon Meshi are there that you deliberately left out of its concrete settings?
Kui: Numbers and language are the settings I avoided touching. For example, just by deciding the month of birth, it is first determined that there is a moon in this world. From there, it is also determined that there is gravity.
What's more, just the concept of a "birthday" means that there is a division into a "year" and that the world is determined to have a 365-day cycle. It quickly becomes complicated.
But on the other hand, if I were to set the details and make it something like "This country's currency is 1 gold, which is worth 5 yen," it would be a burden on the reader. When reading the work, the reader would be forced to convert it into "1 gold = 5 yen" in their minds every time. That's why I try to write it with "readability as a priority" as much as possible.
However, if you're creating a "fantasy" in the truest sense of the word, it would be better to create something that corresponds to that world's calendar or metric system in order to really immerse yourself in that world, so it's difficult to get the balance right...
-- I think that style of "deliberately not giving explanations" is quite amazing.
Hiroi: I think that 's definitely partly because "Dungeon Meshi" is a silly title.
The "mindset" of the reader is a little different...I think that from the very beginning, the reader is made to recognize that "this work isn't going to say anything too difficult."
Kui: Also, we had to give a bit of thought to coming up with the character names.
For example, the main characters in Wizardry are given names that correspond to their professions, such as "Warrior" or "Wizard." The "Senshi" in Dungeon Meshi was taken from that ... I named him after thinking, "I want that person to play an active role."
That's why I wanted the overseas version of Senshi's name to be "Fighter", but I was worried that overseas readers would be like, "What does that mean...!?" so I kept it in my head.
--The character names in "Dungeon Meshi" tend to be around 3 or 4 letters long and fit nicely.
Kui: If the name gets too long, it won't fit in the speech bubble...It's generally said that a line in a speech bubble should be about 7 to 8 characters long to be easy to read.
So "Chillchuck" is really long... I actually thought that the abbreviation "Chill" could be used more, so I named it that way, but it didn't work out so well, so in the end I just kept calling it "Chillchuck". Even I was thinking "that's long" while drawing it (laughs).
Everyone: (laughs).
Kui: Anyway, there are quite a few manga-like circumstances where "maybe four characters would be enough."
--By the way, are there any rules for naming the characters in "Dungeon Meshi"?
Kui: It's not detailed, but there are "settings within the story" and "meta-settings that are just for my own enjoyment."
For example, [if Dungeon Meshi was a game] the Shuro party has names that would be given by a certain type of player. When playing a games, some people give their characters themed names that follow self-imposed rules. In that sense, meta-wise, the Shuro party is played by a player who names their characters with a plant-based restriction.
Also, since the player likes girls, the party members are all girls, and so on... (laughs).
Hiroi: Oh, I didn't know that!
Kuon: ...While it's fun for myself, I also create characters by asking questions like, "Why is the party mainly made up of women?" or "Why do they all have similar names?"
However, even if I revealed these settings in the story, it wouldn't have made the story any more interesting, so they are merely "settings that only exist in my own mind."
-- What are some specific examples of "settings that you deliberately didn't reveal"?
Hiroi: I still remember when I said, "I want you to depict the elven kingdom in more detail," Kui replied, "That's going too far."
The dwarven country was depicted quite a bit, so I personally thought it could have been shown a little more...
Kui: I felt that if I depicted that, it would limit the reader's imagination.
There are definitely "lines that suggest something might happen," and when it comes to parts that are better left to the reader's imagination, I often choose not to draw them.
Also, even when we present settings that readers think they can just skim through, they often try hard to remember them...
It all started with the manga "Eating soba through your nose."
--Let's go back to the topic a little. How did Ms. Kui and Mr. Hiroi meet?
Hiroi: I think we scouted her.
I saw a short story that Kui had posted on Pixiv and sent him an email asking if I would like to draw a manga. I remember that he had a really funny four-frame manga called "Eating soba noodles through your nose ." It was about a character eating soba noodles through his nose and crying out in pain... I think I was drawn to his drawing ability, which made me feel like "Wow, that looks painful" when I saw it (laughs).
And from that point on, we have come to this point.
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[This may not be the exact comic that Hiroi is talking about, but it's a comic Kui posted on her blog about someone eating soba through their nose.]
Kui: Oh, is that so? Isn't it something like "Shugaku Tenshi" [※4] ?
Hiroi: No, that's not true! The manga about eating soba noodles through the nose was made before "Shingaku Tenshi". By the way, that manga was planned to be published in "Rakugakihon" , but when I asked Kui-san "Can I publish this?", she was very against it...
Kui: No, that's fine, but... I didn't think other people would find it that interesting.
Everyone: (laughs).
Hiroi: But that was more than 10 years ago...
--By the way, was Mr. Hiroi the first publisher to contact you?
Kui: Before that, an editor at East Press had contacted me. I was originally publishing fantasy manga that I had drawn as a hobby on my personal website. I compiled them into a self-published original comic and exhibited it at Comitia, and they asked me, "Would you like to publish this long manga as a book?"
However, after the editor asked around to various people, it seems he was told that "this will be hard to sell"... so the plan was dropped. Instead, it was decided to release a "short story collection" of short manga that had been published at the same time . This is "The Dragon's School is on the Mountain: A Collection of Works by Ryoko Kui" published by East Press.
I was contacted by a few other people as well, but the two people I still keep in contact with are Mr. Hiroi and the editor at East Press.
-- When you went from drawing short stories and web comics to starting a commercial serialization, did you study anything like "how to draw a serialized work"?
Kui: I learned almost everything about how to draw manga from Mr. Hiroi and the editors and writers at Harta .
I had absolutely no understanding of whether panel layout was good or bad, so up until the middle of the serialization, I would rearrange the storyboards one panel at a time, and I would get lectured like "Don't put a panel like this here."
I was also impressed when I was shown original manuscripts by other artists. They look beautiful in print, but the real thing is even more impressive. This is what it means to be good at drawing manga.
It didn't finish as I expected
-- Speaking of "serialization," you mentioned earlier that you initially intended to end it at about volume 5. Did "Dungeon Meshi" continue longer than you had anticipated, Ms. Kui?
Kui: First of all, I didn't really understand what a "serialized" comic meant, so I didn't even know how much of a story I could get done in how many pages. So, I thought I could wrap up the story nicely in about five years, in five volumes.
But I never quite got around to finishing it. It was so hard... (laughs).
Hiroi: To be honest, when I first heard "Volume 5,"I thought to myself, "(Are you kidding me...?)" I didn't say it out loud though (laughs).
--Honestly, even as a reader, around the time of the fight with the Red Dragon in volumes 4 and 5 I was starting to feel like, "Huh? It seems like it's coming to an end soon..."
Kui: From the beginning, my goal was to "defeat the Red Dragon at the halfway point." However, I was supposed to fight the Red Dragon in Volume 4, even though it was supposed to be 5 volumes. So I thought, "Huh? It's not over yet," and I gradually lost interest.
By the time I got to around volume 10, I felt like no matter how much I drew, it would never end. I didn't want to drag it out, but no matter how much I drew, it just never seemed to finish.
Hiroi: Even from an editor's perspective, it seemed like Kui was getting very anxious from around volume 10 onwards.
-- Having finished the long-running serialization of "Dungeon Meshi," did you experience any changes in your mindset?
Kui: I think it was great to have the experience of learning that it would take 10 years to draw a story of this scale. And when I think about my lifespan and how many more works I can draw... it makes me dizzy.
Hiroi: I feel like I'm constantly fainting...
-- Ms. Kui, are there still any works you want to draw in your mind?
Kui: Not that much. But I love drawing manga, so I want to draw a lot. I don't know if I'll have the stamina to continue for another 10 volumes, but I want to continue working as a manga artist somehow.
But maybe... I don't think it will sell that well next time...
Hiroi: Stop! Don't say that!
Everyone: (laughs).
Kui: In that respect, "Dungeon Meshi" sold well, so I was able to draw what I had imagined to the end. Next time, I think it would be better to consider the opposite scenario of "if it doesn't sell" and make it shorter.
That's the next new challenge.
-- In addition to the expectations for your next work, do you feel any pressure?
Kui: In my case, the first collection of short stories I published was fairly well received. For a manga I drew for the first time, that's about it.
That was a relief, but at the same time, I felt that "Ideally, the reputation of my next work will also steadily increase, but there will definitely be ups and downs." If the reputation of the next work is bad, will I be able to continue drawing without getting discouraged? I realized that the "battle with myself" had just begun , and I was terrified when I read the first volume.
What game has cute illustrations, in your opinion?
Kui: This is a completely different topic, but you 've played SaGa Frontier 2 , haven't you? Aren't the pixel art in SaGa Frontier 2 really cute?
--The pixel art in SaGa Frontier 2 is...the best!
Kui: The illustrations in "SaGa Frontier 2" have such exquisite balance... if you try to express that in a picture, you can't reproduce that cuteness. It's like "exquisite head-to-body ratio."
-- In your opinion, Ms. Kui, are there any games that have cute illustrations?
Kui: The first one that comes to mind is definitely SaGa Frontier 2. Also, I still remember how cute the character designs were in Final Fantasy Tactics.
But back in the day, I used to trace characters from FF7 . I thought, "There are so many cool designs in the world..." (laughs).
Hiroi: Nomura (Tetsuya)'s drawings are amazing, aren't they?
Kui: I traced Cloud and Aerith on tracing paper and quietly said to myself, "So cool..." and got really excited. I noticed something while I was working on the "Dungeon Meshi" anime...basically, games and anime are made by many people, aren't they? So I always thought, "Many people must be giving various opinions to make them."
But when I got involved, I realized that one person's power is quite large. This was quite surprising. I thought that there were multiple people who wrote the script and storyboards, and that each person had their own responsibility, but... the power of one person is quite large.
──No matter how much the work is divided up, it's important to have a director or supervisor who brings it all together.
Kui: Yes, in the end, it depends on the power of the person who takes the lead ...
However, at the same time, I think that the division of labor between scriptwriting and storyboarding is something that would never be possible with manga. In the end, you have to create everything in one person's mind, so "bias" inevitably arises. So personally, I don't like the idea of ​​it becoming a "world created in one person's mind."
Hiroi: However, not only in manga but also in novels, the individual author's personality is strongly expressed. I wouldn't go so far as to say "ideology"... but the person's way of thinking is strongly expressed.
Kui: Speaking of which, people who create games alone, such as indie games, are amazing.
It's often said that manga artists "come up with everything, from the art to the story, all by themselves," but I don't think they can compete with independent game creators who create the music, programming, and art all by themselves.
Moreover, even more than manga, no one can give their opinion until the game is completed. If you think about it that way, making a game by yourself is really a "one-man battle." At the same time, what I like about games is that there are quite a few "works that are not made with much consideration for cost" ... I enjoy it a little bit.
-- Do you ever think, "I want to make a game?"
Kui: I once bought RPG Maker , but it ended up being a complete failure... (laughs).
Everyone: (laughs).
Love for "classic RPGs" was a major influence on "Dungeon Meshi"
-- I'd like to ask you, Ms. Kui, since you play a lot of titles on Steam and other platforms, have you ever had any problems playing a game?
Kui: Simply put, a "game that doesn't work" is a problem (laughs).
This sometimes happens with games made by individuals on Steam... they don't have any reviews, so there's no way to deal with it other than contacting them directly. There have been a few times when I've been stuck and wondered, "What should I do?"
Other times, I'll buy a title that just happens to pop up at the top of Steam's rankings. Sometimes I'll play it thinking, "The graphics are kind of cute, so I'll give it a try," only to find that it's incomplete beyond the framework.
--So now people are playing titles that aren't that major.
Kui: Also, when I played Planescape: Torment, which is said to have influenced Disco Elysium.
While playing, I came across a character who was suffering from a terrible curse that made his whole body smell and become sticky. A quest was triggered to ask the NPC who had cast the curse to lift it, but when I asked them to lift the curse, I ended up being cursed with a curse that made me have constant hiccups ...
So when I was walking around the town, the "hiccup" dialogue started popping up all the time. What's more, every time it happened, I would freeze up for about 0.1 seconds. All the dialogue was filled with "hiccups." Anyway, it was a troubling curse.
I had no idea how to deal with this either, so I decided to just kill the NPC who had put the curse on me. The NPC also challenged me by saying, "Maybe if you kill me, the curse will be lifted?", so I tried killing him, but... it didn't lift the curse at all (laughs).
Everyone: (laughs).
Kui: I thought maybe the quest would progress in other places, so I walked around here and there, but the curse was not lifted after all. I was really curious, so I looked back at overseas information exchange thread online, and I found someone had written a lecture that said "You know what happens if you kill an important NPC without thinking about it, right?"
So I realized that this curse can never be lifted again. Even if I wanted to rewind, it was an auto-save, so I had to go back almost to the beginning... I was really... in trouble!
-- But "Planescape: Torment" hits a pretty impressive spot. Was it something that just happened to catch your eye while you were browsing Steam?
Kui: I originally liked games in the same genre as Baldur's Gate, so I think that's how I got into Planescape.
Also, I saw information that a huge amount of text in Planescape was translated by one person... I'm not very good at English, and games like Planescape have a lot of text to begin with, so I'm at a loss if it's not translated into Japanese .
However, when extraordinary people like those who make Planescape use their precious time from their lives to accomplish great things, I feel very grateful.
-- So, Ms. Kui, do you prefer games that are closer to the classics?
Kui: That's right. The first game I played was The Elder Scrolls V: Skyrim, and it was so much fun that I searched for "games similar to Skyrim" and played a lot of the games that came up.
All of them were completely different games from Skyrim, but they were fun. However, I don't like "old games". I think that newer games are generally more polished and well-made.
-- Wizardry, which influenced Dungeon Meshi, is also a classic work.
Kui: When I was a child, I saw my father playing Wizardry V : The Heart of the Maelstrom. As time passed, I remembered that there was a game called Wizardry. The game I played at that time was Wizardry VI: Forbidden Pencil.
I also played Wizardry V , but it was hard to see the map unless I chanted a spell. I was directionally challenged, so even though I had a guidebook at hand, I couldn't progress.
--By the way, were you more interested in making a manga out of "Wizardry" than the tabletop RPG "D&D" ?
Kui: When I was researching fantasy, "D&D" was often mentioned... but I had never even heard of "TRPG" before. First of all, you can't play it without friends, and I was shocked to find out that lots of people have friends they can play with like this...!?
Everyone: (laughs).
Kui: So when I looked up TRPGs on Wikipedia, I couldn't imagine that people actually played this kind of game. I was more confused and thought, "How can people really role-play in front of other people?"
After that, I watched replay videos on YouTube and it was only then that I understood how games like D&D worked.
Games, manga, novels. What is the purpose of all creative works?
-- What was the last game you played?
Kui: Recently I played a school management game called "Let's School." It's made by a Chinese company that also made "My Time at Sandrock."
Hiroi: You really like that kind of game, don't you? (laughs) Oh? Haven't you played "FF7 Rebirth" ?
Kui: I'm thinking about playing the remake of FF7 once it's completed.
Hiroi: No, no, if we don't do it now, we'll never finish it! It'll be a long time before we do it!
--Honestly, I also thought it would take about 10 years for FF7 Rebirth to be released.
Hiroi: I thought it would take about that long too... I really wanted it to be completed while I could still see. So, please do it!
Kui: Once it's finished...I want to play it all at once (laughs).
--Do you and Ms. Kui often talk about games?
Hiroi: Ms. Kui sometimes says, "I want to talk about this game, so I want you to play it." I played "Red Dead Redemption" because of that. Also, a long time ago, Ms. Kui recommended "13 Sentinels: Aegis Rim."
Kui: Whenever there's a game I want to discuss with someone, I always recommend it to Hiroi.
But maybe I haven't been playing games as much lately. Until now, I've been playing games because I thought of it as "for work," but now that the serialization of Dungeon Meshi has ended, I've been playing less games.
Moreover, I'm not the type of person who gets that into one game...I don't generally play through a game in repeated playthroughs, and I'm usually satisfied once I've finished the story.
Hiroi: Then we have to start [a new ] serialization soon.
Everyone: (laughs).
-- I'd like to ask you personally, do you have any "recommended indie games"?
Kui: I highly recommend "Papers, Please" and "Return of the Obra Dinn."
First of all, "Papers, Please" is a simple "spot the difference" game, so I didn't have high expectations at first. But when I played it, I felt like there was a proper "world" to it . Also, I was curious to see how the story continued.
And "Return of the Obra Dinn" had a great atmosphere. There were hints to solving the puzzles if you looked closely, but there was also a good balance of being able to force your way through, and the music and production were cool.
Hiroi: Come to think of it, you read quite a bit of the novel after the serialization ended, didn't you?
Kui: Ah, you mean "1984" by George Orwell? That was good...
I've always thought that creativity isn't necessary for life... It's entertainment, so it's not essential to life. But after reading "1984," I thought, "I guess creativity is necessary after all."
Humans need stories to experience things that should never come true, to prepare for bad things, and to prepare for understanding other people... You might think, "You should have already learned that when you were younger," but I was deeply moved by this realization.
Anyway, I feel that it would be great if people could learn things they didn't know before through this work.
Hiroi: ...Overall, it just felt like we had a fun time talking about games (laughs).
Kui: We just used the interview as an excuse to talk about the game (laughs).
-- No no, thank you very much for sharing your valuable story! (End)
I think I can understand a little bit about being interested in things you hate.
It's easy to analyze "why do you like something?" when you like it, but it's surprisingly difficult to analyze "why do you dislike something?" When you understand the reason, it seems that "why do you dislike it" is often more meaningful.
Perhaps creative works exist in part to help us understand the things we dislike.
I was able to hear a lot of deep "creation stories" that made me think about such things. Also, Ms. Kui is a huge gamer. Mr. Hiroi also likes games quite a bit. Since serious talk and game discussions alternated, the content may have been emotionally confusing. But I feel like "Dungeon Meshi" has a similar atmosphere.
If you haven't read "Dungeon Meshi," please take this opportunity to read it. It depicts a fun adventure. On top of that, it may help you prepare for difficult things that might happen in your life someday. Of course, it's also extremely interesting as a manga. I think it's definitely one of the best "entertainment" of our time.
Why does the body want to live? What does the mind want?
This is because we have a "desire" to pursue what we like and dislike. In fact, "things we dislike" are just as important as "things we like." By understanding our own "likes and dislikes" through creative works and entertainment, humans can prepare for things that happen in their future lives. Food and creative works are equally important for human growth.
...That said, I'm not sure if it has a nice punchline, or maybe not.
To eat. To experience creative works. These are truly the privileges of life. In order to live, we must continue to eat.
Now it's time to eat. What shall we eat today?
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taylorman2274 · 7 months
Text
We Care About You (Part II)
The aftermath that follows is a struggle for everyone to comprehend.
Content Warning(s): N/A
Notes: SAGAU; GN!Reader
Word Count: 1k
Previous || Next
Taglist: @silverstarred
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The past few days have been hard for your mind to wrap around.
Ever since that particular incident you had while playing Genshin, you've been extremely hesitant to log back on. Now that you knew all the people of Teyvat were self-aware, you were scared to imagine what they thought of you.
"Have they been self-aware the entire time that I've been playing? Have they always been able to hear my voice whenever I spoke aloud? Do the Traveler and their friends hate me for forcibly controlling their movements and actions like puppets? If that's the case, wouldn't it be better for me to leave them alone without letting them know?"
It doesn't seem like there's any part of your day where you're not thinking about how to follow up with the world of Genshin Impact. In fact, it's gotten so bad for you that some of your friends have noticed your change in mood and asked if anything was wrong.
Knowing that this situation is not only unheard of but also impossible to comprehend for anyone, you simply told them that you were dealing with personal issues, which honestly isn't that far from the truth.
Eventually, you began to worry if some of the people in Teyvat would figure out a way to reach you beyond the computer should you not reach back to them soon. In the past, you would've laughed at such a thought. But now that you've witnessed the impossible, you didn't want to wait around and find out.
"If I'm going to continue playing Genshin, I should at least try and accommodate their needs and wants better."
As much as you didn't want to delay your return to Genshin any further, you felt that researching all of your current playable character's needs, wants, likes, and dislikes took top priority over anything else in your life right now.
...Well...besides your needs and wants.
First, you took note of their favorite and least favorite foods. You would feel pretty bad if you kept feeding them food that wasn't their preference. Especially since characters like Lisa and Ganyu were vegetarians.
Second, you took note of everyone's talents. While you know that some characters had passive talents which gave you extra dishes when cooking or extra materials when crafting, you felt that those jobs should be left to the professionals, such as Xiangling and Albedo respectively.
"Let's see. First off, I should probably remove the people in my party with full-time jobs, as they take priority over exploring with the Traveler. So I should probably replace any Knights of Favonius, Liyue Qixing, Tri-Commission Member, etc. However, that doesn't exactly leave me with a lot of options to choose from. Although Xiangling works for Wanmin Restaurant, she's currently exploring Teyvat for ingredients. I assume accompanying the traveler would be fine with her. Bennett works for the Adventure's Guild so that works as well. But that also leaves me with a Pyro-heavy party, which may pose a problem for enemies such as Pyro slimes..."
However, the more you spent time researching, the more pessimistic and depressed you began to feel. Here you were spending all this effort trying to accommodate to all the characters you've obtained without even knowing if they gave a single thought or care in the world towards you.
"...I never really asked if they wanted to join the Traveler's adventures. ...So...maybe I should just only use the Traveler...?"
You sighed deeply. This was not gonna be good for your mental health.
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Meanwhile...
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The Traveler didn't know what to think.
On one hand, they were happy that [Y/N] was getting some much deserved rest. On top of that, they were also happy that they got to have a break from doing commissions all the time. But on the otherhand...
They were really starting to miss you.
This is the longest that they have gone without feeling your presence and they were starting to worry if they had accidentally scared you off due to that incident.
The incident that revealed Teyvat's self-awareness.
"...You're thinking about [Y/N] again, aren't you?" Paimon asked.
The Traveler chuckled sadly. "Is it really that obvious?"
"Kind of? Paimon thinks that's what everyone is thinking about."
They believe her. Zhongli, Venti, and a few others had reached out to them over the past couple of days for any news about [Y/N]. They were saddened by their expressions when they told them they had no news to give.
“...Y/N..." The Traveler sighed.
"Hmm?" Paimon hummed in thought, "What was that?"
"...To think that was their name all along. And to even think that they may be just as human as most people in Teyvat! It’s honestly kind of relieving when you think about it.
Although they weren't going to lie. At first, they saw [Y/N] as an unknown entity that possessed them to do its bidding. It was scary at first, knowing that neither them nor Paimon were able to figure out a way to interact with or avoid it. However, after solving both Mondstadt's and Liyue's respectable crises and powering them up with newfound strength, they started to see you as a sort of companion similar to Paimon.
"Yeah, even Paimon is starting to miss traveling and exploring with them."
"Is that so?" The Traveler taunted, "I thought that at one point you were trying to prove yourself as the better guide?"
"Hey! Paimon told you already that she has proved herself as the superior guide time and time again." She exclaimed as she crossed her arms.
They laughed. It felt nice to tease Paimon like this to distract them from the lack of [Y/N]'s presence, but they were starting to feel like they couldn't keep this up forever.
"Regardless, Paimon hopes that [Y/N] comes back soon. Everybody will feel a lot better once they do."
The Traveler looked up to the night sky and watched the stars flicker with light. Paimon followed their gaze and gave a sorrowful frown.
"I hope so too."
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Author Side Notes: I had an idea.
But in all seriousness, I'm flattered by all the positive comments, reblogs, and likes from the previous post. I only expected to get around 20 notes since it was my first post but somehow I've ended up at 800+ and counting? It's almost too much for me to handle lol.
As for the rest of this story, I've decided that it will likely take around six parts for me to reach its conclusion. We've got two down so far, so that makes four more to go. Of course, that's only if y'all want to read more.
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