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Himeko Sutori Interview

by Kevin "Couchpotato" Loveless, 2015-02-09

My next interview this week is for a game many of you have probably never heard of yet, The game is called Himeko Sutori, and is being developed one man named Nathaniel.

Himeko Sutori is a tactical JRPG for Windows and Mac that puts the player in control of an army of over 100 unique named units that you can customize, equip, and level-up as you uncover the schemes and betrayals that have thrown the kingdom into civil war.  Himeko Sutori will also come with all the assets and code needed for players to build their own campaigns using the Unreal Development Kit.


Couchpotato: Welcome to RPGWatch Nathaniel can you introduce yourself to our readers?

Nathaniel Ayer: Sure.  The very first thing about me is that I love my wife and four kids.  After my family the thing I love most is gaming.  Ever since I was a kid, playing D&D (back when we had THAC0), or the original Civilization (as a 12-year-old, I found out I could modify the game's credits, so every time it started up, Civilization told me that Cindy Crawford and I had worked on the game), I was into games.


Couchpotato:  What are your top five RPGs games you play while your not busy developing the game, or working?

Nathaniel Ayer: Let's see here.  The most recent one I got into was Shadowrun Dragonfall because I loved Shadowrun years ago and I had heard that it was much truer to the original than previous Shadowrun games had been.  Prior to that, Skyrim because I always loved TES' immersive settings.  And D&D 4e, played over the internet with my college buddies via kind of a play-by-email.  Now that we all have kids and live in different time zones, we found that asynchronous play was really the only way for us all to be involved.  Mount and Blade, which I picked up for something like $5 on a recommendation from a friend, and it turned out to be the best entertainment per dollar I've ever spent.  And Fallout Tactics, even though I know it's a violation of Fallout canon, I still loved customizing my individual soldiers.  And who doesn't love rolling over one's enemies in an armored car full of heavy machine guns?


Couchpotato: A question I always like to ask is what do you think about Modern RPGS as both a gamer, and an Indie developer?

Nathaniel Ayer: As a gamer, I think that modern RPGs have lost a lot that made RPGs fun.  They're prettier than ever.  You can't argue with that.  But it used to be about the characters, not the eye candy.  That's why as a developer, the games I turn to for inspiration on Himeko Sutori are all from the last century.


Couchpotato:  Now lets talk about Himeko Sutori can you share more details about the setting? 

Nathaniel Ayer: Sure!  Actually, the plot and setting are a kind of fantasization (which as I define it, is like fictionalization, but instead of changing truth to fiction, you change it to a medieval setting with wizards in it) of the things I've experienced working in the DC area.  It has been very cathartic for me to write out all of my frustrations with the dysfunction, backstabbing, and turf wars I've witnessed here.  It's also somehow therapeutic to write out my own doubts and attribute them to someone else.  The story revolves around three young women with very different personalities who are suddenly torn from their idyllic and peaceful lives, pushed into a war they had no hand in starting.  They'll form a new side in a civil war, amid shifting alliances, as they fight perhaps for justice or revenge, maybe fighting for brighter future or maybe for what they know is a vain struggle to replace what was lost.  But the main campaign is only my story, and I hope that Himeko Sutori will be the page on which many other people will write their own stories.
          

Couchpotato:  How did you create the game, and did any other game inspire you in the beginning?

Nathaniel Ayer: From a technical standpoint, I'm making the game with UDK's UnrealScript and Kismet, plus Flash ActionScript and Scaleform for the UIs.  Artistically, I jumped right into digital painting and sprite art in Photoshop.  For inspiration, my biggest influence was definitely Ogre Battle 64.  You can probably see a lot of similarities if you look at just the melee exchanges in battle.  But if you'll let me indulge for a moment in some game design geekery, I'd like to point out two design approaches that I'm going to try to find the right blend of:

In most tactical or 4X games you have more or less evenly matched units on both sides.  This gives you a sense of fairness about the game, and you think that you're winning because of your superior strategy and not because of built-in unit imbalances.  There's fun to be had in winning through strategy, and in knowing that your units are mortal, and you're going to miss them if they don't survive.

But in most role-playing games you don't have evenly matched units.  You have PCs who deal tons of damage and have low hit points fighting against huge monsters who have tons of HP but do relatively little damage.  In those games your characters are mostly immortal.  And in those games you find joy in raising your little avatars from level 1 and watching them grow up to one day defeat Jenova or whomever.

I want my players to feel sincere loss when their characters die.  I want them to get used to seeing a certain tank standing in front of a certain caster, and feeling a little pang when they're not together anymore.  That's going to be tough to do with a large army, especially if every battle forces a large turnover in your ranks.  So in Himeko Sutori, I want the army to grow slowly, and the battles to not be too deadly, so that you have enough time to become acquainted with the characters, so that it's all the more gut-wrenching when I eventually do kill them.

And yes, maybe I did spend too much time with a Song of Ice and Fire. But I actually do want a sense of loss and doubt to be an essential part of even the player's most certain victories in Himeko Sutori.

              
Couchpotato:  You mention the game will have both a combat mode, and an exploration mode, can you share details on how both will work?

Nathaniel Ayer: The exploration mode is going to be immediately familiar to anyone who has played console role-playing games in the last 20 years, or who has gotten into the rash of RPG Maker games more recently.  In exploration mode, you lead just the main character through various settings, where you can interact with people and the world, talking, snooping, buying and selling equipment, and moving the story along.  At certain points in the game, the setting will change to the battle grid you've seen in the videos.  There you will control your whole army, giving orders at the squad level to move, attack, launch a ranged attack, or to hold position (and heal up or get a defensive bonus).  In the simplest battle type, you'll be fighting to defeat all of the enemy squads, but there will be other goals as well.

Couchpotato:  Now we come to the point were I have to ask why should gamers back your game?


Nathaniel Ayer: Because this is a game that someone needs to make, and nobody else is making it.  Your readers have heard too many times the tired Kickstarter pitch "they don't make games like this anymore," when the creator just intends to make an RPG Maker game.  Himeko Sutori is a lot more than just a game that "they don't make" anymore and it's certainly a lot more than a color-by-numbers RPG.  Himeko Sutori takes elements from beloved games, and makes something new, using modern technology.  And the finished game is going to hit that sweet spot that no one has quite found yet--that place where you find a game of both epic-scale battles and intimate character development.


Couchpotato:  You are only asking for $15,000. Will that be enough to finish your game? Also can you talk about how the budget will be used to develop the game?


Nathaniel Ayer: Frankly no, it won't fund full-time development through release.  The Kickstarter is to get me over that initial hurdle of getting the several professional software licenses I'll need, and the rest I'm going to split between buying more assets and feeding my family while I take unpaid leave to work on the game for as long as the money lasts, or for as long as I can be out of the office and still be welcomed back.  I've put in countless hours of unpaid labor on Himeko Sutori so far, and I'm willing to put in a lot more to see the project to completion.  But more money allows me to get more assets, and gives me the chance to produce a fuller game faster.


Couchpotato:  Do you plan to add any stretch goals to your game if it reaches your funding goal?

Nathaniel Ayer: I've been focusing primarily reaching the funding goal for now.  But yes, I have lots of ideas for stretch goals.  I would love to have a professional map made of the world of Himeko Sutori.  I've also spoken with some composers and I would love to have a new soundtrack for the game.  And also, I could keep drawing all of the sprites myself, but if I had all the funds I could want, then I would get someone else to produce volumes of interesting sprite characters to put in the game while I focus on coding.


Couchpotato:  If the game is not funded on the first campaign, will you try again, or seek other ways to get funded?

Nathaniel Ayer: If Himeko Sutori doesn't get funded this time, then I'm going to try again, probably in a year.  I calculated that I can work on Himeko Sutori for about an hour a day every day (and in my schedule, that means sleep, wake, commute, work, commute, dinner, bedtime stories, work on Himeko Sutori, sleep) so it would probably take me a year to get to where potential backers could see a lot more clearly what Himeko Sutori can be.

              

Couchpotato: Thank you for your time Nathaniel.and I hope you kickstarter succeeds.Do you have anything to add before we finish?

Nathaniel Ayer: You're very welcome.  I'm so glad I got the chance to talk with you.  The very last thing I want to say to your readers is this:  Don't pirate games, everyone.  I'll admit I pirated some games when I was younger.  But now I'm learning the amount of work that it takes to produce one of these games, and how regular people with regular families depend on the income.  If you love gaming, then buy games.  And if you love unique games that cost just a fraction of a bland major-studio offering, then support indie game development.  That's it.  Thank you very much for hosting me.

You can help fund the game , and vote for it on Steam with the following links.

Box Art

Information about

Himeko Sutori

Developer: Endymion Games

SP/MP: Single-player
Setting: Fantasy
Genre: Tactical RPG
Combat: Turn-based
Play-time: 20-40 hours
Voice-acting: None

Regions & platforms
Internet
· Homepage
· Platform: PC
· Released: 2021-01-31
· Publisher: Unknown

More information