Sensei’s Comments
During the development process, the four students who created this game interviewed over 100 female college students. While the answers provided by these students comprise the heart of the game, I think the most interesting thing about the game is that the designers also provided commentary on these answers. This proved to be quite a powerful differentiation point for the game, as the booth had lots of visitors who ultimately purchased the game after hearing this explanation (good work, Sayuka!).
As a side note, the game was also popular with high school exchange students. Prior to Covid, Rikkyo COB often hosted a short term exchange program in January, and that year the zemi took part to explain their brief foray into the world of media creation and participation at the world’s biggest fan convention. Interestingly, as with sustainers at Comiket, the exchange students found the most compelling part of the game to be the answers to the situations posed in the game. In this case, though, what resonated the most with them was that their answers — how they would respond to the situation — often differed from that of the female university students who served as respondents.
So, it was a good starting place for conversations about how culture shapes our understanding of the world — a central concern of the zemi.