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- This is a recent interview article, translated by AI and originally published at GameMeca.
- Source: https://www.gamemeca.com/view.php?gid=1775965
- Interview article by Kim Mi-hee, published June 2, 2026.
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- Title
- NIKKE Director Yoo Hyung-seok: “The settings for Mustang and Hanson were planned from the very beginning.”
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- Introduction
- Last April saw the fiercest battle among subculture games this year. Regardless of existing and new titles, full efforts were made to capture gamers' attention with big news and large-scale events. The star that stood out at this time was Goddess of Victory: Nikke, firmly armed with large-scale content and events. Immediately after the 3.5 anniversary update, it achieved 1st place in domestic and Japanese app market sales, and also rose to the top ranks in Taiwan, North America, and other regions.
- The 3.5 anniversary included the main story that intensively unfolded Dorothy's narrative, side and event stories highlighting the past and present of Anis and T.T STAR, new Nikkes including Anis: Star, and a mini-game in the format of a rhythm game. The representative part evaluated as the highlight is the point where the shocking past of 'Mustang', the head of the game's three major corporations Tetra Line, and the relationship between 'Mustang' and 'Hanson' are revealed. Through an interview with Shift Up Director Yoo Hyung-seok, we were able to hear the behind-the-scenes development stories about the 3.5 anniversary in detail.
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- Q: What do you consider to be the main driving force behind the resurgence on the 3.5-year anniversary?
- A: I believe that one of the most essential aspects of managing a subculture game is continuously building out the characters’ backstories. We’ve been developing these stories for over three years now, and I believe this success is due to our ability to effectively deliver what Commanders expect from our storylines and events. The aspect that players have enjoyed the most is the three-minute-long stage videos featuring 3D choreography. I think our decision to push the boundaries and do our absolute best really paid off.
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- Q: With the addition of the new main story, it feels as though the 8-month-long grand narrative that continued from autumn last year to spring this year has come to a conclusion. I am curious about your thoughts regarding this.
- A: As a large number of story-related plot hooks were retrieved, there are likely many parts where you feel the currently heightened atmosphere is the highlight. However, the highlight is not over yet, and the 3.5 anniversary is just a part of the climax. Furthermore, I think it is a relief that we got to take care of the friends who had been suffering sorrow in this main story.
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- Q: Based on the development of the main story, it is anticipated that the main flow in the future will be humanity going out to the surface again with Dorothy at the forefront. Prior to this, I would like to know the reason or intention behind making the narrative that resolves Dorothy's deep-seated resentment the core of this story.
- A: The main framework of the current storyline was actually planned from the very beginning—even back when we were preparing for the game’s launch—and, in a sense, it’s been part of the Goddess and Counters narrative from the start. Given that Dorothy is a pivotal figure who bridges the past and the present, her role will become increasingly clear in future battles. We are currently in the preparatory phase.
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- Q: You mentioned that future main storylines will be even larger in both scope and significance than they are now. Could you give us a hint as to just how much bigger they’ll be?
- A: You’ve already experienced all-out battles in the main story, and we plan to feature another event of that nature. That said, the heart of NIKKE lies not in combat but in its ensemble drama, and I believe the story is most engaging when the intertwined narratives of various characters unfold. We’ll be presenting a storyline that promises to be just as compelling in that regard.
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- Q: This is a side question, but what does the development team think about Dororong?
- A: Dororong felt like a very unfamiliar character, as its personality was quite different from Dorothy’s, and I was cautious about how to handle its undefined traits and fragmented characterization. After securing the IP, I drew inspiration from the direction the executives wanted for Dororong. Now, Dororong has the most merchandise within the company and has established itself as a mascot-like character.
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- Q: There are also quite a lot of commanders who feel comforted when they see Dororong.
- A: When Dororong first appeared, it didn’t have that kind of image, but the way its character has taken shape within a community-based ecosystem and continues to evolve is similar to how game characters develop, so I’ve been watching it with interest. I’m glad it’s a character that can offer words of comfort.
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- Q: With the 3.5th anniversary being such a huge success, there’s likely to be a lot of pressure surrounding the 4th anniversary.
- A: It would be a lie to say I didn’t feel any pressure about the 4th anniversary, but looking back to the beginning of this year, the 3.5th anniversary was the most stressful. I was also cautious about handling the “idol” theme, and while most of the anniversary stories over the years have involved intense battles and life-or-death situations. Though, the 3.5th anniversary was similar in that regard, it was a story that delved deeper into the characters’ inner lives, so I put a lot of thought into how to convey it and prepared carefully. I’m relieved that the 3.5th anniversary went well, and I’ll do my best to present a great story for the 4th anniversary as well.
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- Q: The side and event stories presented together with the new main story also received favorable reviews. In particular, Mustang’s shocking past was revealed, and it was evaluated that past “foreshadowing” had been recovered excellently. I would like to know from what point you designed the relationship between Mustang and Hanson.
- A: Although the broad outline wasn’t discussed with the writing team, I had thought about it in my head from the beginning, and the relationship between the old Mustang and Hanson was also something that had been set from the beginning. Afterward, the old Mustang’s character traits and the detailed relational parts between father and son were decided while writing PRETTY STAR and the 3.5th anniversary side story.
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- Q: I would like to know the intention behind composing it in a form where T.T STAR’s performance and their past history intersect.
- A: There are two main reasons why I find NIKKE’s story so engaging. One is the way the narrative unfolds through the interplay of comedy and tragedy, and the other is how the emotions evoked by the text or specific scenes differ depending on whether you’re familiar with the backstory or encountering them for the first time. T.T STAR also aimed to evoke emotional highs and lows by interweaving the past, which ended in tragedy, with the present, where they are performing their best stage. Similarly, while “BE MY STAR” (the comeback song in the story) might seem like just a good song before you’ve seen the story, listening to it after learning the story allows you to experience a whole new range of emotions. These aspects were also intentional.
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- Q: The performance stage prepared in full 3D and its high level of completion received favorable reviews. Satisfaction with the implementation of the characters’ motions, such as the choreography, was also high. What parts did the production team devote particular effort to during production?
- A: We’ve been preparing for this since last September. I was cautious about tackling the idol genre, and from my perspective, it was a project that absolutely had to be done right. Given that there are many examples of idols in both the entertainment industry and gaming, I realized this was a subject where taking a casual approach—thinking, “I’ll just make something similar” could lead to serious trouble. So, internally, we had extensive early discussions with Cosmograph (Sound Director Joo Jong-hyun), the idol illustrators, and the scenario team. We also received a lot of help from our publisher, Level Infinite, particularly with technical aspects.
- While “group choreography” is a key element in the idol industry, since this is a game, we also made a concerted effort to highlight the characters’ individual charms. We aimed for a product that would stand on its own as a game while also feeling natural as idol content. We focused on effectively portraying the characters through full-body shots and facial expressions, and while ensuring the choreography was synchronized, we made sure each character’s unique personality shone through. We also utilized motion capture to bring the choreography and expressions to life and enhance the sense of realism.
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- Q: While compelling storytelling is one of NIKKE’s strengths, some players have noted that the narrative is difficult to follow because it’s told from multiple perspectives rather than in chronological order. What advice would you offer regarding this?
- A: In the case of NIKKE, the story doesn’t progress in chronological order, and the characters’ personalities and situations are portrayed in such a nuanced way that I think some guidance is necessary. There are two main criteria: the in-game timeline and the update order. I recommend following the update order. This allows you to experience the story in the emotional sequence the developers intended, and external elements like offline activities and events align with the story, making the experience even more enjoyable.
- Of course, there’s also the added fun of characters like Oswald, where your feelings toward them change depending on the order in which you experience the story. However, I believe following the update order is the best way to enjoy the story to the fullest without straying from the developers’ intended narrative flow.
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- Q: The solo raid "Egovista" was considered a formidable foe due to its intimidating appearance and fast, powerful attack patterns. What aspects did you focus on when designing Egovista?
- A: It was a concept that paid homage to the appearances of various NIKKEs, and since the original NIKKEs had very fast and powerful aspects, we had to bring those parts out well. From a gameplay perspective, I don’t believe we necessarily need to introduce increasingly difficult bosses, but at the current timing, I judged that a high-difficulty opponent was needed. After facing a difficult enemy, having a boss of appropriate difficulty appear and adjusting the tempo in that way is, I think, one of the virtues that a long-term service should have.
- In terms of appearance, it went beyond what I expected, and since the concept itself had to give a shock, there was an aspect where we emphasized it more. NIKKE does not use that kind of term, but Shift Up itself has know-how in creature and monster design, and many of our team members are eager to explore that area. When the opportunity is given, we are expressing those things, and I myself felt, “what was supposed to come has finally come.” Whenever we make a boss, we put in a lot of effort to show various appearances.
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- Q: Graphic Group Leader Park Sang-hoo said in the previous broadcast that “Egovista is only the beginning.” I am curious whether you are preparing new Raptures that match that statement.
- A: Whenever the anniversary broadcast comes around, I can’t help but think, “It’s amazing how someone can stay so true to a concept.” As I mentioned earlier, the plan isn’t to make the boss an even more difficult character. If I were to interpret what was said on the show, I suspect it was an ambition to make future bosses even more entertaining, starting with Egovista.
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- Q: You mentioned that there is an undisclosed battle feature being prepared for the 4th anniversary. Is it a big change that could change the paradigm of battle?
- A: In the broadcast, Park Sang-hoo, the head of the graphics team, kept giving off a stern tone, but the actual direction is to continuously introduce new combat features. This is less about adjusting the difficulty and more about creating new strategies for players to explore. Whether this happens for the 4th anniversary or later is something we’ll have to figure out as we go, and rather than completely changing the combat paradigm, it seems it will simply provide an appropriate level of fun.
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- Q: Recently, including NIKKE, it has become common for game production teams to communicate with users through internet broadcasts. What do you think about this?
- A: This seems to be a global trend, including here in Korea. At the root of this is the growing importance placed on game content. In a market that has become more competitive than ever, it’s essential to stand out with a unique concept and present it effectively. Personally, I like this trend. I like the enjoyment that content such as story and music gives in games, and I enjoy that these parts are being emphasized.
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- Q: I would like to know the reason why you decided to maintain the rhythm game “TRACING THE STARS,” added as a 3.5th anniversary minigame, as permanent content, and whether new songs will continue to be added in the future.
- A: We plan to continue adding various songs and content. Currently, NIKKE has more than 500 original songs alone. In NIKKE, music is an important element, and there are also many good songs. When we decided to release the story of Anis and T.T STAR for the 3.5th anniversary, I thought the minigame should naturally be made as a rhythm game. There are also people internally who have considerable expertise in rhythm games, so we were able to work on it enjoyably. As part of that, we also released a physical album commemorating the 3.5th anniversary, and if there are albums you want, we will actively develop them.
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- Q: The decision to rerun the Stellar Blade collaboration characters and make the event permanent in line with the 3.5th anniversary content also seems to have had a positive effect on maintaining the increased attention. Why did you choose this timing for the rerun?
- A: First of all, since it’s been nearly a year since we first launched the collaboration, we felt this was the right time to bring it back or add it to the archive so you can enjoy it without any pressure. Additionally, we were able to secure the necessary time to prepare for this during our internal development period, which is why we’re releasing it now. For your information, a major three-week event will take place in June. It will feature one new NIKKE, a 3D field, and full voice acting. Therefore, we determined that May would be the most appropriate time to bring back the Stella Blade collaboration.
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- Q: The scale of the 3.5th anniversary marketing, including outdoor advertisements and events at landmarks in major cities, was also the largest ever. Was there any episode that remained memorable while preparing the event?
- A: Given the large scale of the event, there was a lot to prepare. The motto for myself and the production team was, “It doesn’t have to be perfect, but we need to show that we’re improving.” We identified areas for improvement while preparing for previous offline events, and since this was our first time organizing an event of this magnitude, we were able to learn a great deal. In fact, since this was a new element not seen in previous events held in Europe, such as the one in London, we had a lot of fun preparing for it. Going forward, I’d like to host many global events with Commanders from all over the world, including Europe.
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- Q: Do you think these offline events are an important point of contact that raises commanders’ affection for NIKKE? I am curious whether you will continue to maintain the stance that this importance will continue internally in the future.
- A: It made me realize that we need to create more opportunities to meet the people who love our games in person. I remember a pregnant woman who came to our concert in Korea; when I signed an autograph for her and asked her about it, she told me her due date was around the same time as our 4th anniversary. At the concert in Japan, I also had the chance to meet some older fans; some were moved to tears, while others told me, “My wish was to see you.” Based on these experiences, I realized that the service we provide shouldn’t be limited to just the game, so we plan to continue holding offline events to connect with our users.
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- Q: As the number of subculture games holding external events, including NIKKE, increases, I imagine there’s a lot of thought going into devising unique marketing strategies.
- A: Rather than focusing on competition with other games, we prioritize providing Commanders with new experiences and offering a unique sense of satisfaction to those who attend this event. I feel that organizing such events is similar to game operations. In-game events lose their appeal if they all feel the same, so we must continually introduce new content—and the same applies to offline events. We need to approach them with the mindset of game services, carefully considering a variety of elements such as whether to focus on merchandise, exhibitions, or visual attractions, and whether to include stage performances.
- Taking the concert as an example, for the second installment, we doubled the number of songs and included new tracks alongside existing ones to ensure a satisfying lineup. However, some attendees felt disappointed that about half of the songs were repeats from the first concert. If we prepare a third installment, we will make further improvements or explore new ideas to ensure it becomes an even more enjoyable event. Although we hold various events on an annual basis, we are constantly thinking about how we can provide an experience that differs from last year’s.
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- Q: Finally, is there anything you would like to say to the commanders?
- A: We are working hard to become a better development team, and we will do our best so that we can deliver things well to commanders and become a game that people can sympathize with. I hope you will enjoy the stories and events ahead as well, and I am always grateful.
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