Th075/omake.txt English

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○東方萃夢想 (Touhou Suimusou: Eastern Gathering Reverie) ~ Immaterial and Missing Power

Afterword    Shanghai Alice Correspondence vol. 5


                 Team Shanghai Alice Leader ZUN
                               2004/12/30

====================================================================
• 0. Omake ("Bonus"/"Extra Content") Afterword's Table of Contents
====================================================================

• 1. Omake ("Bonus"/"Extra Content") Afterword
• 2. Character Creation Notes


====================================================================
• 1. Omake ("Bonus"/"Extra Content") Afterword
====================================================================

Greetings, from one's whose ratio of saying "nice to meet you" is decreasing steadily even in real life, ZUN.

But this time there may be more people to who I am saying "nice to meet you" than for Imperishable Night. 
This time it's Touhou Suimusou (IaMP), Touhou Project Volume Number 7.5.
Though I get the feeling "What's with 7.5 being released after 8",
this isn't the numbering order of release, but rather the order of canon.
The plot of this game happens between Perfect Cherry Blossom (Winter to Spring)
and the time of Imperishable Night (Early Autumn).
Eventually, the "game of the summer" started to feel more like a game coming in winter, right?

Now then, this time the quaint and happy friends of Gensokyo will experience a dance of gushing blood and guts, a drama of love and hate!
Yeah right... it'll just be the usual slow and loose story type of game.
But don't think the action will be slow or loose, that's not the case.

If you saw and played it you'd understand, but it's not really going to be a hand-to-hand fighting style.
Actually it won't be hand-to-hand at all.
As far as the vast majority of the game's contents are concerned,
I had determined to go to my absolute limits to not speak complaints and criticisms of the product,
but (That's a lie, I'm just saying that) up to a point I was sort of kind of under a kind of impression that this wouldn't turn out to be a hand-to-hand fighter. (Laugh)
Would that be ok? A hand-to-hand fighting game? ^^;


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This time I setup the scenarios and character design, the skills
and spellcards, and also some of the music and the graphics, but
the most number one most difficult part was the general task of 
editing and supervision... or something like that...

Just what the heck is editorial supervision anyway, it's
extremely seductive and enchanting. I can produce things
about 6 times more comfortably if I just did it by myself.
After some thinking, something feels wrong about relegating
the minor details and judging the contents one by one.
Of course, I obviously didn't really say anything about
relegating the work of scenario creation.

But, if I were the supervisor then I can decide what is the best.
Considering that people make doujin games because they desire to make games,
and that Tasofro came to me and said they want to make a Touhou game,
it would've been wrong for me to simply say "make this game".
I wanted to let the developers at Tasofro do whatever they wish,
so it was important for me to create an environment where they
could do things the way they wanted. Entrusting the game development
to an on-site superintendent, I want it so that the supervisor
can create an environment where the on-site superintendent
can fully realize what he wants to create.

Therefore, this time I only did the parts that would get in
the way of the on-site superintendent, the Touhou elements
such as character personalities, the general skillsets, the story and the stages.
Insofar as was possible, I took on the workform of
entrusting more to Tasofro and granting them freedom.
(That's also a lie, I seriously bothered them non-stop... ^^;)

I don't think the supervisor wants to be like an avid
game enthusiast and fall into the trap of criticizing
the game for small system faults, and say "I'm the one
who created this!" when he only contributed with his mouth.
(Even as I say this I am poking people over small details and
falling into the aforementioned trap--; but I'm also someone who's
an avid game enthusiast so...)

In the end, games are the creations of the designer.
I didn't do so much as only providing the opportunity called "Touhou Suimusou".


  ----

At odds with the above section, this time I am also one of the developers
in addition to editorial supervision. I am in charge of things like a
portion of the scenarios, the music, the system graphics,
the labels, the game container's cover design, and such.
On my part, I simply became one who has work entrusted onto me,
becoming one of the developers. For that reason, it is not wrong to say
I am one of the people who created this game.

Up until the end, the scenarios were almost like supplemental materials, I feel it'll be ok whether they're there or
not... ^^; Speaking of which, I don't understand the meaning
of this, but to put it simply "We didn't know who the real
culprit would be, in the beginning we didn't know what would
come about, but an strange and unearthly aura is filling up the air.
Moreover, for some reason 'every three days we repeatedly had
a banquet happen'" and that's the story. Yeah, we didn't know.

Because when connecting to the core of the story,
the characters seemed almost without meaning, we
didn't know what kind of ending we would make.
But then, surely there wouldn't be something like a
profound meaning involved, right? Only something
that was exceedingly thought over ... "Humans are
such disagreeable things, right?" that kind of story.

With regards to the music, I wrote music for a boss
fight. Clearly, I had mixed the wrong kind of music
in, or so I thought. Even though the other songs were
arrangements of my songs, my additions felt out of place
somehow. Maybe arrangements change the original songs
somehow. I would notice those minute changes, even if
it were only in a single place. The melody, the tone color,
the chords, so on and so forth and I thought "this music
won't do, eh". I wondered where my resolve was, why did
I use this thing, whenever I heard it, the song title,
the length, even if I thought about it briefly, the
details piled up into a great heap. To say nothing of
fitting the music into a video game... It reached too
far into my inner self for some reason.


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• 2. Character Settings
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