reference material for a game

Trying to capture the spirit of being young and happy in Japan in a raising simulation game.

It’s time for the next update of Happy Memories: Azalea Town, devlog! I wanted to show some reference material we’re using to establish the atmosphere of this game. What would you expect to see in a raising simulation game set in modern Japan?

I would definitely expect a convenience store, game center, part time jobs where they tell you that egao (smiling face) is worker’s most important attribute, cute characters / mascots everywhere (hmmm… a relaxed bear would get us in legal trouble – perhaps a relaxed frog would do?) Read the rest of this entry »

For the last few days, I was battling one of the central issues in any raising simulation game: The Calendar. The flow of in-game time has always been one of the most fascinating topics in game design for me. Unlike many other types of simulation games, raising sims tend to have a rather realistic flow of time with a fixed end. There are exceptions to this rule, such as Wonder Project J, but most raising sims present the player with a protege to raise from childhood to adulthood or at least from some less sophisticated state to a more mature one and end at an arbitrary point in time – when the protagonist reaches “maturity”. Consequently, the flow of time tends to be presented rather realisticly – no imaginary seasons with 30 days each like in Harvest Moon or years and decades flying by with nothing much changing in the outside world like in some early business sims.
An interesting problem presents itself if the player is alowed to select their character’s birthday – in a raising sim that ends after a certain number of (character) years, Like Princess Maker 2, the selection of birthday affects the amount of “preparation time” the player has before the first calendar event / festival so some dates are more desirable than others. In a raising sim set in a modern environment, like Happy Memories: Azalea Town, the game’s beginning and end are tied to school year, not calendar year or “character year” (from one birthday to another) so the player’s choice of birthday only affects the character’s age for each school year and what birthday celebrations will actually be seen ingame.
There are basically three layers of “time” in a modern-school-setting raising simulation game:
- school year
- calendar year
- story timeline (some events are independant of both school and calendar years and occure when certain conditions are met)

raising-sim-flow-of-timeFor the last few days, I have been battling one of the central issues in any raising simulation game: The Calendar. The flow of in-game time has always been one of the most fascinating topics in game design for me. Unlike many other types of simulation games, raising sims tend to have a rather realistic flow of time with a fixed end. There are exceptions to this rule, such as Wonder Project J, but most raising sims present the player with a protege to raise from childhood to adulthood or at least from some less sophisticated state to a more mature one and end at an arbitrary point in time – when the protagonist reaches “maturity”. Read the rest of this entry »

(This review of Princess Maker 5 was originally published on March 22, 2008. The game is currently available from Playasia for PlayStation2 and PSP)

Raise a little girl from the age of 10 to 18! Again. (For those unfamiliar with the “Princess Maker” kind of raising simulation games, Wikipedia offers some basic info.)

I loved Princess Maker 2, but after being severely disappointed by installments 3 and 4, found myself increasingly skeptical of whether its charm can ever be replicated again – even by its original creators. But this time, they got it right! It is as close to gaming perfection (at least for me), as the legendary Princess Maker 2 was. The spirit is the same, but Princess Maker 5 is a much, much bigger game, and set in modern Japan. Read the rest of this entry »