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Nikke Director Yoo Hyung-seok: "Initially Thought of Mustang and Hanson's Setting"

TL;DR (2-3 Sentence Summary)
April was the most intense month for subculture games this year, with both existing titles and new releases vying for gamers' attention through major news and events. "Goddess of Victory: NIKKE" stood out, armed with large-scale content and events. Immediately after its 3.5 anniversary update, the game topped the sales charts in Japan and South Korea, and ranked high in Taiwan and North America. A particularly acclaimed aspect was the shocking past of "Mustang," the head of Tetra Line, one of the game's three major corporations, and the revelation of the relationship between "Mustang" and "Hanson." We had a detailed interview with Shift Up Director Yoo Hyung-seok about the development stories behind the 3.5 anniversary.
▲ Goddess of Victory: NIKKE 3.5 Anniversary Key Visual (Image courtesy: Level Infinite)

April was certainly the most competitive month for sub-culture games this year. Both established titles and new releases went all out to capture gamers' attention with major news and grand events. Among them, the standout performer was Goddess of Victory: NIKKE (hereafter NIKKE), armed with substantial content and events. Following its 3.5 anniversary update, the game shot to the top of the revenue charts in South Korea and Japan, and also ranked highly in Taiwan and North America.

The 3.5 anniversary brought a main story focusing on Dorothy's narrative, side and event stories illuminating the past and present of Anis and T.T.STAR, new Nikkes (characters) including Anis: Star, and rhythm game-style mini-games. A particularly lauded aspect was the shocking backstory of 'Mustang,' the head of Tetra Line, one of the game's three major corporations, and the revelation of the relationship between 'Mustang' and 'Hanson.' We got an in-depth look at the development secrets behind the 3.5 anniversary through an interview with Shift Up Director, Type Young-seok.

▲ NIKKE Director Type Young-seok (Photo: Gamemeca)

Q: What do you believe was the biggest driving force behind the 3.5 anniversary's resurgence?

A:In sub-culture games, one of the most crucial aspects of operation is the continuous development of character narratives. We've been building various character stories for over three years, and I believe this success is thanks to effectively delivering what Commanders (players) expect in our stories and events. The part players enjoyed most was the fully realised stage performance with 3D choreography, prepared as a three-minute segment. It seems our commitment to pushing the limits and doing our absolute best resonated well.

Q: With the addition of the new main story, it feels like the epic narrative spanning eight months from last autumn to this spring has reached a conclusion. What are your thoughts on this?

A: Many plot threads have been resolved, so players likely feel that the current heightened atmosphere is the highlight. However, the highlight isn't over yet; the 3.5 anniversary is just a part of the climax. Furthermore, I'm relieved that we were able to tend to the characters who had been suffering in this main story.

Q: Based on the main story's progression, it's anticipated that the main narrative will focus on humanity's return to the surface, led by Dorothy. What was the reason or intention behind making Dorothy's emotional resolution the core of this story?

A:The overarching framework of the current story has been planned since the game's development, essentially from the very beginning of the Goddess, Counters story. In that narrative, Dorothy is a pivotal character connecting the past and present, and her role will clearly be evident in future battles. What we're seeing now is the preparation phase for that.

▲ 'Dorothy,' who resolved her inner turmoil in this main story (Photo: Gamemeca)

Q: You've mentioned that the future main story will be even grander in scale and importance. Could you give us a hint as to how much larger the scale will become?

A:We've already had experiences of all-out battles in the existing main story, and a similar 'Total Offensive' type of event is planned once more. Moreover, the core of NIKKE's narrative lies in its ensemble cast, and we believe the stories of intertwined characters are what make it fun. In that regard, we will present developments that you'll find engaging.

Q: As a side question, what does the development team think of Dororong?

A:Initially, the creature Dororong felt quite unfamiliar due to its stark contrast with Dorothy's character. We were cautious about how to handle a personality and fragmented characterisation that we hadn't defined ourselves. After securing the IP, we gained hints from what Commanders wanted for Dororong. Now, Dororong merchandise is the most abundant within the company, and it has established itself as a mascot-like character.

Q: Many Commanders find solace in Dororong.

A:Dororong wasn't initially conceived with that image, but it's fascinating to see how its character has been solidified and continues to evolve within the community-driven ecosystem, much like game characters themselves. I find it intriguing. I'm glad it can convey a message of comfort.

▲ Dororong, hidden behind merchandise (Photo: Gamemeca)

▲ Dororong's popularity led to many other character versions (Photo: Gamemeca)

Q: With the immense success of the 3.5 anniversary, there must be considerable pressure for the 4th anniversary.

A:It would be a lie to say there's no pressure for the 4th anniversary, but as of early this year, the 3.5 anniversary felt the most daunting. Handling the idol theme was delicate, and many of our past anniversary stories have involved intense battles and life-or-death situations. The 3.5 anniversary had a similar theme, but it delved closer to the characters' inner selves, so we put a lot of thought into how to convey that. I'm glad the 3.5 anniversary went well, and we'll do our best to deliver another great story for the 4th anniversary.

Q: The side and event stories released alongside the new main story have also received praise. In particular, the shocking revelation of Mustang's past was seen as an excellent resolution of previous plot points. When did you decide on the relationship between Mustang and Hanson?

A:While the major plot points weren't discussed with the writing team, I had conceived them from the early stages. The relationship between the former Mustang and Hanson was also established from the beginning. Later, the former Mustang's characterisation and the details of the father-son relationship were decided while writing 'PRETTY STAR,' the 3.5 anniversary side story.

▲ The revelation that Mustang and Hanson are father and son came as a great shock (Photo: Gamemeca)

Q: What was the intention behind structuring the story with T.T.STAR's performances interweaving with their past?

A:There are two main points that make NIKKE's story compelling. Firstly, the narrative unfolds through a blend of comedy and tragedy. Secondly, the emotional impact differs when you know the background story of the text or a specific scene versus encountering it without context. For T.T.STAR, we wanted players to feel the emotional ebb and flow by juxtaposing their tragic past with their current top-tier performances. Similarly, 'BE MY STAR' might initially be perceived as just a good song, but hearing it after understanding the story evokes a different emotion. That was also an intentional aspect.

Q: The full 3D performance stages and high level of polish received much acclaim. The character motion implementation, including choreography, was particularly well-received. What did the development team focus on during the production process?

A:We started preparations in September last year. Handling the idol theme was delicate, and from my perspective, it was a task that absolutely had to be done well. While there are many idol-themed cases in the entertainment industry and in games, I judged that tackling it with a 'we can make it similarly' mindset would lead to significant missteps. Therefore, we had extensive early discussions internally with Sound Director Joo Jong-hyun (Cosmograph), idol illustration artists, and the scenario team. Our publisher, Level Infinite, also provided significant assistance with technical aspects.

While 'synchronised group dancing' is crucial in the idol industry, we strived to highlight each character's charm because it's a game. Alongside overall quality, it needed to be seamless as game content and not feel out of place as an idol performance. We focused on effectively portraying the characters through full shots and facial expressions, and while choreographing group dances, we ensured each character's individuality shone through. The use of motion capture was also to enhance realism by bringing the choreography and expressions to life.

▲ Full version of the 'BE MY STAR' stage performance (Video courtesy: NIKKE Official YouTube Channel)

Q: While NIKKE's compelling story is a strength, some players find it difficult to follow due to the narrative being scattered across different timelines and perspectives. Could you offer some guidance on this?

A: For NIKKE, the story doesn't necessarily proceed chronologically, and characters' personalities and situations are depicted multidimensionally, so some guidance is indeed needed. There are two main criteria: in-game chronological order and update order. We recommend the update order. This allows players to experience the story in the emotional sequence intended by the developers, and external elements like offline activities and events can be enjoyed more engagingly when aligned with the story.

Of course, depending on the order you view the story, like with Oswald, the emotions you feel towards a character can change, which is another source of enjoyment. However, proceeding in update order is the method that best aligns with the developers' intentions while providing the most enjoyable story experience.

Q: The solo raid 'Ego Vista' was considered a formidable opponent due to its striking appearance and fast, powerful attack patterns. What were your primary focuses when designing Ego Vista?

A:The concept was to pay homage to the appearances of various Nikkes, and we had to effectively capture the speed and power that the original Nikkes possessed. From an operational standpoint, I don't believe bosses should become progressively more difficult, but at this juncture, we judged that a challenging opponent was necessary. Following a difficult boss, introducing appropriately challenging bosses is one of the virtues required for long-term service.

Visually, it exceeded expectations. The concept itself was meant to be shocking, so we emphasised that aspect. While we don't use that term in NIKKE, Shift Up itself has a knack for creature and monster design, and many within the company enjoy that. When given the opportunity, we express that, and I personally felt, 'It's finally here.' We put a lot of effort into showcasing diverse designs with each boss creation.

▲ Ego Vista gameplay screenshot (Photo: Gamemeca)

Q: Graphic Group Leader Park Sang-hoo mentioned in a recent broadcast that 'Ego Vista is just the beginning.' Are you preparing new Raptures that live up to that statement?

A:Every year during the anniversary broadcast, I find myself thinking, 'A person can truly commit to a concept.' Regarding bosses, as I mentioned earlier, we're not moving towards progressively harder characters. Interpreting the broadcast comment, I believe it reflects an ambition to create more engaging bosses starting with Ego Vista.

Q: You mentioned an unreleased combat feature planned for the 4th anniversary. Will it be a significant change that shifts the paradigm of combat?

A:Graphic Group Leader Park Sang-hoo on the broadcast tends to issue strong warnings, but in reality, the direction is to continuously introduce new combat-related features. It's not about difficulty, but rather about creating new strategic points. Whether it arrives for the 4th anniversary or later is something we'll continue to develop, and rather than changing the combat paradigm, it's likely to offer an appropriate level of fun.

Q: Recently, including NIKKE, it has become commonplace for game developers to communicate with users through online broadcasts. What are your thoughts on this trend?

A:It seems to be a global trend, including in South Korea. The fundamental reason behind this is the increased importance of game content. In today's more competitive market, differentiation in concept is crucial, and effectively introducing that differentiation has become essential. Personally, I favour this trend. I enjoy the pleasure derived from content like stories and music in games, and I'm delighted that these aspects are being emphasised.

▲ Director Type Young-seok positively assesses the growing importance of introducing game content (Photo: Gamemeca)

Q: What was the reason for deciding to keep the rhythm game 'TRACING THE STARS,' added as a 3.5 anniversary mini-game, as a permanent content, and will new songs be continuously added?

A:We plan to add various songs and content in the future. NIKKE currently boasts over 500 original songs. Music is a vital element in NIKKE, and we have many excellent tracks. When we decided to tell the story of Anis and T.T.STAR for the 3.5 anniversary, it was natural to make the mini-game a rhythm game. We have individuals internally with expertise in rhythm games, so the development was enjoyable. As part of this, we also released a physical album for the 3.5 anniversary, and we're open to releasing more albums if there's demand.

Q: The decision to re-release the Stellar Blade collaboration characters and make the event permanent, coinciding with the 3.5 anniversary content, seems to have positively contributed to maintaining high interest. What was the reason for choosing this specific timing for the rerun?

A:Firstly, it's been nearly a year since the collaboration was first released, so we felt it was an appropriate time for a rerun or to add it to the archives without any issues. Additionally, we had secured sufficient internal preparation time, which allowed us to proceed with it now. For your reference, a major three-week event featuring a new Nikke, a 3D field, and full voice acting is scheduled for June. Therefore, we determined that May would be the ideal month for the Stellar Blade collaboration rerun.

Q: The 3.5 anniversary marketing scale, including outdoor advertisements and events at major city landmarks, was also the largest in history. Do you have any memorable episodes from preparing these events?

A:The large scale meant a considerable amount of preparation. My motto, and that of the development team, is 'Perfection isn't necessary, but we must show progress.' We identified areas for improvement during previous offline events, and this time, being our first event of such magnitude, we learned a great deal. We had fun preparing elements that hadn't been seen before, especially for the European event in London. I look forward to hosting more global events with Commanders worldwide, including in Europe.

Q: Do you believe these offline events serve as crucial touchpoints for deepening Commanders' affection for NIKKE, and will this emphasis on their importance continue internally?

A:We felt the need to create more opportunities to meet the people who enjoy our game. I recall a pregnant woman attending the Korean concert; when I asked her while signing autographs, she mentioned her due date was around the 4th anniversary. At the Japanese concert, we met an elderly individual, and there were also those who cried or said, 'My greatest wish was to see you.' Based on these experiences, we realised our service shouldn't be confined to just the game. Therefore, we will maintain our commitment to hosting offline events that foster communication with our users.

▲ The importance of offline events is set to continue (Photo: Gamemeca)

Q: As more sub-culture games, including NIKKE, host external events, the challenges of devising unique marketing strategies must be significant.

A:Rather than competing with other games, we prioritise providing new experiences for Commanders and offering unique satisfaction to those who attend these events. I believe these events are akin to game operations. Just as in-game events need to offer novelty to remain engaging, offline events require the same. We must thoughtfully consider various aspects like whether the focus is on merchandise, exhibitions, or stage performances, approaching it conceptually as part of the game's service.

Taking the concert as an example, for the second iteration, we doubled the song lineup and included new tracks alongside repeating about half of the songs from the first event. Some attendees felt disappointed by the repetition. If we prepare a third event, we will strive for further improvements or explore different approaches to ensure an engaging experience. While we hold various events annually, we continuously ponder how to offer a different experience each year.

Q: Lastly, is there anything you would like to convey to the Commanders?

A:We are striving to become a better development team and will do our utmost to connect with Commanders and create a game that resonates with them. We hope you will enjoy our future stories and events, and we are always grateful for your support.
This news was translated by AI.