Search Results
7/10/2025, 5:52:00 AM
Honkai writer Shaoji asked Nasu about a DDD sequel in which Nasu replied perhaps in a parallel world because he has too much on his plate.
He instead used concepts planned for DDD in FGO. For example, Beast IV's "Comparison" ability was originally DDD's Kanata Ishizue's.
When he was writing Mahoyo, the theme for 2000-2010 was "consumer civilization." Then 2010 to the present with FGO, the theme was "how to take responsibility for what has been consumed."
Nasu admits that it's hard to manage the expanding lore, but after FGO, there are other information managers now such as other writers and Lasengle.
They'd go, "Huh? Nasu-san, this is different from what you said 3 years ago" in which he'd reply "Hahaha, well it happens."
Nasu said that when a game's world ends, no matter how beautiful the ending, it's still frustrating simply bc it ends. But that frustration is what makes a game good and its story meaningful. Bc of the frustration of wanting things to continue forever, he can make good things.
He instead used concepts planned for DDD in FGO. For example, Beast IV's "Comparison" ability was originally DDD's Kanata Ishizue's.
When he was writing Mahoyo, the theme for 2000-2010 was "consumer civilization." Then 2010 to the present with FGO, the theme was "how to take responsibility for what has been consumed."
Nasu admits that it's hard to manage the expanding lore, but after FGO, there are other information managers now such as other writers and Lasengle.
They'd go, "Huh? Nasu-san, this is different from what you said 3 years ago" in which he'd reply "Hahaha, well it happens."
Nasu said that when a game's world ends, no matter how beautiful the ending, it's still frustrating simply bc it ends. But that frustration is what makes a game good and its story meaningful. Bc of the frustration of wanting things to continue forever, he can make good things.
7/10/2025, 5:49:33 AM
Honkai writer Shaoji asked Nasu about a DDD sequel in which Nasu replied perhaps in a parallel world because he has too much on his plate.
He instead used concepts planned for DDD in FGO. For example, Beast IV's "Comparison" ability was originally DDD's Kanata Ishizue's.
When he was writing Mahoyo, the theme for 2000-2010 was "consumer civilization." Then 2010 to the present with FGO, the theme was "how to take responsibility for what has been consumed."
Nasu admits that it's hard to manage the expanding lore, but after FGO, there are other information managers now such as other writers and Lasengle.
They'd go, "Huh? Nasu-san, this is different from what you said 3 years ago" in which he'd reply "Hahaha, well it happens."
Nasu said that when a game's world ends, no matter how beautiful the ending, it's still frustrating simply bc it ends. But that frustration is what makes a game good and its story meaningful. Bc of the frustration of wanting things to continue forever, he can make good things.
He instead used concepts planned for DDD in FGO. For example, Beast IV's "Comparison" ability was originally DDD's Kanata Ishizue's.
When he was writing Mahoyo, the theme for 2000-2010 was "consumer civilization." Then 2010 to the present with FGO, the theme was "how to take responsibility for what has been consumed."
Nasu admits that it's hard to manage the expanding lore, but after FGO, there are other information managers now such as other writers and Lasengle.
They'd go, "Huh? Nasu-san, this is different from what you said 3 years ago" in which he'd reply "Hahaha, well it happens."
Nasu said that when a game's world ends, no matter how beautiful the ending, it's still frustrating simply bc it ends. But that frustration is what makes a game good and its story meaningful. Bc of the frustration of wanting things to continue forever, he can make good things.
Page 1