Interview between Miura and Persona's developers (Part 13)
Added 2024-07-18 22:34:06 +0000 UTCThis post is now accessible to Silver & Bronze patrons. Thank you for your support!
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12
Miura: It depends on your criteria at the inception, the direction you're going for.
For example, if you're doing things like me, using things that have existed in our reality, you should really look into history. But if it's like today's mainstream fantasy, where another world has its own specific history, then you should consider how design (as a whole) has evolved in that world, how this design is changed this way, etc. You have to think about these sorts of things.
I often watch Mr. OKADA Toshio's program on Nico Nico, and there's an episode where he talks about when they made "Royal Space Force: The Wings of Honnêamise".
In it, he said that if a design that is used currently is jumbled with a design from one generation ago, it looks like a real world.
Soejima: That's difficult. #laughs "Honnêamise" is wonderful, especially the original modeling. The place where they buy train tickets, for example, I watched it in awe (thinking) "they went that far!". It seemed like they tried to build everything in that world.
Miura: In my case, I just have to look up real things and arrange them so they're plausible visually, that's all. I think it's very difficult to create a whole world like "Honnêamise".
Soejima: I agree. Looking at the current works about other worlds, even a word like 'slime' seems like it's part of a vast worldview that is based on a common understanding.
To create something that is outside of it, I think we need to make the same kind of efforts like for "Honnêamise".