INTERVIEW OF FIGHTING MUSHROOMS PRODUCER — SHIMOKAWA SHIYOUHEI
Not ALL Japanese games emphasize on ACG subculture, CV and feminization are just icing on the cake, people pay way too much attention to ACG subculture here in China, but what really mattered is the core of game. Shimokawa Shiyouhei, the Japanese producer of Fighting Mushrooms, mentioned: using JRPG as the core to design a game would better fits Chinese gamer behavior.
Licensed by Japanese classic MMORPG Magic Kingdom – Ancient Nymph, renamed to Fighting Mushrooms and launched its China server on all platforms in early October, 2016. The “Phenomenal” JRPG game ranked TOP 10 on Japan App Store and Google Play for 9 consecutive months. Comparing to games that heavily rely on graphics and CV in China, Fighting Mushrooms emphasizes on the core of RPG gameplay, it has rich adventure story, deep MMO interactive experience, and all these distinctive features made impacts to Chinese game market.
During the interview today, Fighting Mushrooms producer Shimokawa Shiyouhei shared answers to questions of ACG subculture.
- What are the reasons for Fighting Mushrooms to reach no.1 on both stores?
Shimokawa Shiyouhei: while we were designing the game, we made utilizations specifically for mobile MMORPG elements; I think that’s the biggest reason. We used portrait, you can operate easily with one hand. And we left battle logs, target positions out, due to screen limitation, try to simplify in-game info.
Such simple yet important adjustments eventually got approved by the market. Japanese gamers loved those design and were pleased with the gaming experience.
2. Many Chinese users like Japanese anime and light fiction, they go by the name ACG sub-users, do you think the word “ACG subculture” is accurate?
Shimokawa Shiyouhei: I personally think that’s close to what we call Otaku in Japan, Otaku has a purer and more extreme interests in ACG and its derivatives, they would spend all they have to buy derivatives of their idol. Game is just a part of ACG culture, and “ACG subculture” is somewhat a rather vague and huge concept.
3. Why did you choose 2D game view and retro visual style?
Shimokawa Shiyouhei: 2D Anime and cartoon being as special proud of Japan is well known all over the globe. Thus we chose what we were good at during the development.
2D game view would recreate the adventure better, and a lot of classic RPG games that Chinese gamers love actually used 2D game view as well, plus we had considerations for cellphone limitation, so we believe this was the best move.
4. Are there any future plans for Fighting Mushrooms? Would there be any light fictions or comics?
Shimokawa Shiyouhei: We trust our mainland China operator Skymoons on this and have authorized this part to them! We will fully support their decisions to promote via all kinds of media, and maybe we will start creating derivatives base on Chinese player preference.
5. Besides the fight mode, what other new gameplay do you plan to add to Fighting Mushrooms?
Shimokawa Shiyouhei: I hope we can add features like pets, fishing, cooking to the game in the future (lol), please wait for it patiently.
6.How do you see the future of Fighting Mushrooms in Chinese game market?
Shimokawa Shiyouhei: We prepared some hardcore MMORPG elements under the cute visual style, I hope our dear Chinese players get to experience them as much as possible. And we have planned rich contents for Chinese players, I look forward seeing this game makes impacts to Chinese game market.
As for the China server operation, Fighting Mushrooms has not only gained experiences from Japanese version, but also tried something new. May it be the improvement of Quest or chat, or deepen interactive experience, this typical Japanese mobile game is bringing more fun to Chinese players.