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While plot-based coherence was not a central focus of mine, organization of the gameplay was. In order to successfully engage the player, you must have the game make sense-a disorganized, disarrayed entanglement of irrelevant ideas and concepts will never work, not even when dealing with a game about dreams. However, considering my interest in the subject I was working with, I was very determined to get things right. Kikiyama: It demanded a strong degree of attention and care, certainly. How difficult was it to make all of the elements of the game work together? Connecting the various areas via hidden passageways, allowing for player interactivity with certain objects depending on the items/abilities you have, and so on? Was this much of a daunting task for you at all? I strove to create musical pieces that properly conveyed and exemplified the levels within the game. My compositional choices, in terms of the soundtrack, reflected the visual design and layout of each area in the game. From here I was able to reproduce these ideas in the more simple graphical style of a 2D adventure game. Kikiyama: I started by producing simple sketches of areas, visual themes, characters, monsters, etc. What aspects of the game did you begin with first, in terms of graphics, music, characters, and so on? Such, in my view, reflects the nature of dreams: seamless and open-ended. I wanted the experience to be as nonlinear and unconfined as possible. Regarding the gameplay, I chose to omit a storyline because I felt this might be too restricting on the player. I drew some inspiration from dreams I have had over the years, but I tried not to let the game be too centered toward my own subconscious experiences. My goal was to create settings which were both original and captivating to the player. Kikiyama: When I was fairly certain the game's premise would involve the exploration of dreams, I started by devising level layouts and ideas. How did you begin to formulate the overall structure of the game? Why did you choose to have it be purely exploration-based, rather than driven by a plot? Considering my equal interest in games, I wanted to essentially mesh the two. Kikiyama: I am very much fascinated by dreams, and have been since I was young. First and foremost, why did you create this game? Thanks in advance to those who helped us with contact information and translation assistance. Today we're featuring an interview with Kikiyama, the famous developer of the bizarre dream game Yume Nikki. and well, it could possibly be fake, but who cares. Was this posted on here already (I'm fairly sure it was)? I just saw it on /v/. Kikiyama interview Anonymous 09/05/24(Sun)10:18 No.