🎤 Interview with Toshimichi Kuwahara

2023年 11月 30日
Indie Tsushin 2023 December-January issueThis article was featured in our 2023 December-January issue. Check out more articles and interviews in the full issue.

We got to speak with Toshimichi Kuwahara of Thousand Games about producing the gritty post-apocalyptic dungeon crawler QUESTER alongside veteran analog game designer Kato Hironori and legendary manga artist Kazushi Hagiwara!


English (translated)

Translated by Renkon

Party of five characters exploring a dungeon in QUESTER. The pause menu is open showing icons along the bottom for the player to choose. On the left are the portraits of the party members, and in the top right is the top-down view of the party moving through the dungeon.

(2023) QUESTER

Please tell us a little bit about yourself.

I represent the indie game company Thousand Games, and I am the producer of the hack-and-slash RPG QUESTER. I also work as a lecturer at schools specializing in game development.

How did you get started making games?

I think it might have been when I was in elementary school. The company where my father worked had an NEC computer, and I had some chances to use it. Because it was intended for work, there were no games on it. The only way to play games on it was to program them myself, but thanks to that experience, I realized that computer programming is so interesting.

Can you tell us about some of your favorite games and genres?

That's a terribly difficult question! It's the kind of question that would take forever to answer! This time, I'm going to be introducing QUESTER, so I'll answer with something related. When I was a student, I was passionate about game books and TRPGs such as D&D. Since becoming an adult, the number one thing I spend my time (and money) on is Magic: The Gathering.

Monster profile for a Daiou Chobit, a rectangular monster that is almost entirely a giant mouth with teeth on top of four human-like arms.

Please tell us about QUESTER!

QUESTER is a hack-and-slash dungeon-exploring RPG. Manga artist Kazushi Hagiwara (Bastard!! Heavy Metal, Dark Fantasy, etc.) created the setting of a decrepit future world, and Hironori Kato (known for the Elden Ring TRPG and Monster Collection TCG) handled the game design. A manga artist and an analog game designer teamed up to take on the challenge of creating a new computer game.

Could you tell us about how you three got together, and how this project started?

It all started when an acquaintance introduced us and said, "Wouldn't it be fun if you (Kuwahara) and Hagiwara teamed up?" Hagiwara-san has so many video game ideas. As for Hironori Kato, I got to meet them when they were supervising the phone game, SWORD WORLD mobile. They are extremely passionate about games, and I was looking for an opportunity to work with them again.

Character profile for Shake and Asuka, a giant teddy bear with a small woman clutching it from the side. Both of them are dressed in police riot gear.

Can you tell us about the process of making QUESTER? Was it different from the way you approached making your other games?

I think for most games, the game designer or director would decide on the details, and then send orders to the illustrators. QUESTER was a little different. First, Kazushi Hagiwara would come up with the setting and world, decide on the general roles and abilities of all the classes, and figure out what kind of creatures would appear. That's why I credit Kazushi Hagiwara as the designer.

Were there any difficulties in adapting Hagiwara-san's worldbuilding and Kato-san's design into a video game?

This was Kato-san's first time making a full-fledged computer game, and they seemed to have some trouble with the differences in the production process. With analog games, you can quickly adjust the game rules and and easily test how it plays, but with computer games, changing the game mechanics is the most difficult part, and you have to wait for the changes to be programmed. But it's easy to change the data. Around the middle of development, they gradually got used to how things worked, and they were able to incorporate the best parts of analog games with mechanics that could only be achieved in a computer game. I'd expect no less from Kato-san.

The party battling three humanoid enemies wearing what look like sacks over their heads with faces drawn onto them. The enemies are extremely emaciated and missing the lower joints of their arms.

What was your greatest influence when making QUESTER?

The meaning behind the worldview of the game might be the state of our current world. A virus is running rampant, wars of aggression continue on; the worldview of the game is the degenerated future leading out of our modern age.

What was the most challenging part of making QUESTER?

Not only our company, but also Hagiwara-san and Kato-san took risks when working on this project. Since it was necessary to make this game with a limited budget, we took on the challenge of, "How can we make this efficiently while staying true to our original vision?"

Character profile for Risa, a girl wearing glasses and with two long white ponytails. She is holding a control console, and flying around her are two drones.

I was really charmed by all the characters and the different art styles. Can you tell us why you chose to combine a variety of visual styles in one game?

The extra characters were designed by Mukojima Kamome and Ikeda Matamune, who were core fans who originally participated in QUESTER's closed beta test. I thought it would definitely be interesting if they joined in.

I get the impression that the QUESTER team values their community and fans very much. Can you tell us about some of the reactions you've gotten from fans, and what it was like to exhibit your game at events?

QUESTER underwent a closed beta test, and we developed it while incorporating user feedback, which we have found incredibly useful. And we also wanted to recreate the fan mail columns in game magazines, and so published letters and other fan works in our concept guidebook. We are truly grateful for the fans who visit us at events because it means we get to directly hear from them!

The game bestiary filled in with different monster portraits. Currently highlighted is a red rectangular monster with a blue cross on it called an Akakinikunokabe

Do you have any messages for your players?

It may look simple, but it is a deep game. There is also a New Game+ for repeat plays, so if you liked the base game then we hope you will check that out as well. And there will be a console version released by Kemco on December 15th under the name METRO QUESTER. Thank you very much for all of your support!

Thank you for sharing your thoughts with us!


日本語 Party of five characters exploring a dungeon in QUESTER. The pause menu is open showing icons along the bottom for the player to choose. On the left are the portraits of the party members, and in the top right is the top-down view of the party moving through the dungeon.

(2023) QUESTER

自己紹介してください。

インディーゲーム制作プロダクション【サウザンドゲームズ】の代表取締役、ハクスラRPG『QUESTER』のプロデューサーです。ゲーム専門学校の講師もやっています。

ゲーム作りを始めたきっかけはなんですか。

小学生の頃でしょうか。父が働いていた会社にNEC製のパソコンがあり、それに触らせてもらう機会がありました。会社だったのでゲームはありません。自分でプログラムを入力して遊ぶしかなかったのですが、おかげでコンピュータプログラミングって面白いなあと目覚めることができました。

もしよろしければ、ご本人にとって一番好きなゲームや好きなジャンルをご紹介お願いします。

大変難しい質問!時間泥棒の質問だ!今回は『QUESTER』の紹介なので、その関連で答えることにする。学生の頃は、D&DなどのTRPGやゲームブックに熱中した。大人になってから一番時間(とお金)を使ったのはマジック:ザ・ギャザリングです。

Monster profile for a Daiou Chobit, a rectangular monster that is almost entirely a giant mouth with teeth on top of four human-like arms.

この度の「QUESTER」という作品についてご紹介お願いします。

ハックアンドスラッシュに特化したダンジョン探索RPGです。漫画家・萩原一至さん『BASTARD!! -暗黒の破壊神-』等)が構築した退廃未来の世界観を元に、加藤ヒロノリ(代表作:『ELDEN RING TRPG』『モンスター・コレクションTCG』)がゲームデザインをしました。漫画家とアナログゲームデザイナーが手を組んで、あたらしいコンピュータゲーム制作に挑戦しました。

漫画家・萩原一至氏、ゲームデザイナー・ 加藤ヒロノリ氏などとどのように出会い、このプロジェクトがスタートしたのか、その時のことについて教えていただけませんでしょうか。

知人が「萩原一至さんと私(桑原)が組んだら面白いのでは?」と紹介してくれたのが、きっかけです。萩原さんはゲームの企画もたくさんお持ちなのです。加藤ヒロノリさんとは、携帯電話コンテンツ「SWORD WORLD mobile」を監修してもらったことがきっかけで知り合いました。ゲームに対する熱意がものすごい方で、再び一緒に仕事をする機会を狙っていました。

Character profile for Shake and Asuka, a giant teddy bear with a small woman clutching it from the side. Both of them are dressed in police riot gear.

「QUESTER」を作るときに、どのようなプロセスで作成しましたか。他のゲームを作るときと何か違いがありますか。

一般的にはゲームデザイナーやディレクターが仕様を設定して、イラストレーターに発注するような流れが多いと思います。この作品は少し変わっていて、まず萩原一至さんが世界観を考え、全クラスの大まかな役割・能力を決定し、どんなクリーチャーが登場するのかを決めました。だから、原案・萩原一至というクレジット表記にしているのです。

萩原氏の世界観、加藤氏のゲームデザインをビデオゲームにするにあたり難しかった点などはありましたか。

加藤さんは初めて本格的にコンピュータゲームを作るという事で、その制作プロセスの違いに少し苦労されたようです。アナログゲームはすぐに仕様(ゲームルール)を調整して、気軽にテストプレイをすることができますが、コンピュータゲームは仕様を変えるのが一番大変で、プログラムが修正されるのを待つ必要があります。データの変更は気軽にできるのですけどね。開発中盤以降は、だんだん慣れてきて、アナログゲームの良さを取り入れたり、コンピュータゲームだからこそできる仕様を入れてくれました。さすがです。

The party battling three humanoid enemies wearing what look like sacks over their heads with faces drawn onto them. The enemies are extremely emaciated and missing the lower joints of their arms.

「QUESTER」を作成するにあたり、最も影響を受けたものは何ですか。

世界観という意味では「世相」でしょうか。ウイルスが氾濫し、侵略戦争が続いている今の時代と地続きの退廃未来の世界観になっています。

「QUESTER」を作成するにあたり最も挑戦したことなどはありますか。

弊社だけでなく、萩原さん・加藤さんもリスクをとって、このプロジェクトに参加してくれています。必然的に限られた予算でゲームをつくることになったので、「いかに効率よく・自分たちが作りたいものを作るのか?」という挑戦をすることになりました。

Character profile for Risa, a girl wearing glasses and with two long white ponytails. She is holding a control console, and flying around her are two drones.

それぞれのキャラクターが大変魅力的であり、そしてキャラクターアートのスタイルもそれぞれ違うことに目を奪われました。一つのゲームに様々なアートスタイルを合わせこんだ理由などがあれば教えてください。

追加キャラクターのデザイナーの六甲島カモメさん池田又心さんは、元々はクエスターのクローズドβテストに参加してくれたコアなファンの方なのです。そんな方が、参加したら絶対面白いだろうと思いました。

「QUESTER」を通して、ファンとのコミュニティーを非常に大事にしている印象を受けました。ファンのリアクションなどを受けてどのように感じていらっしゃいますか。また、イベントへの出展などでのリアクションはどうでしたか。

「QUESTER」はクローズドβテストをして、ユーザーさんの意見を取り入れながら開発を行い、大変参考にさせて頂いています。また、ゲーム雑誌への投稿も再現したいと考えていて、ファンの方からのお手紙や二次創作をコンセプトガイドブックに掲載させて頂いています。イベントに駆けつけてくれるファンの方は、直接色々と声を聞けるので、本当にありがたい存在です!

The game bestiary filled in with different monster portraits. Currently highlighted is a red rectangular monster with a blue cross on it called an Akakinikunokabe

プレイヤーの皆さんへ何かメッセージがあれば一言お願いします。

見た目はシンプルですが、奥深いゲームです。「NEW GAME+」という周回プレイも、ご用意しましたので、やり込みが好きな方にも是非遊んでほしいですね。また、家庭用ゲーム機版も「METRO QUESTER」という名前で12月15日にKemcoより発売されます。こちらもよろしくお願いします!

この度はインタビューにご協力いただき誠にありがとうございます。

QUESTER is out now on Steam and DLSite, and is releasing on console on December 15th as METRO QUESTER. Visit Thousand Games' homepage for more information and updates.