Talk:Yuuya Mochizuki/@comment-6052796-20140708123715/@comment-397235-20140709022455

She'd be a really tough character to play, depending on how she's written (the approach the Japanese film took, which is to make a psychopath, is not the way to go).

An interesting way to tell this story would be from both perspectives: you have Kouichi and Izumi both as narrators. Then you can really see everything that's happening, and understand a lot better what's going on.

A friend of mine has sort of off and on talked of starting a game company, with me writing and him coding, so I tend to think of how I'd approach various things from a game perspective (I do the same thing with films: how would I write this as a novel?).

For Another I'd go the adventure game route, with a heavy emphasis on dialogue choices and relationships (a lot like a cross between The Walking Dead and Alpha Protocol if you know what those are). The choices you make and the people you talk to directly impact how the story is told.

For example, you can, with the right speech checks, persuade Aya not to leave Yomiyama when you'd meet her and Yumi outside the school, or by making the right choices earlier, talk Takako out of being nuts at the inn. Likewise, being friendly to characters like Tomohiko will change his role in the story (which would vary between the manga and anime, depending on how often you include him in things). Once you beat the game, you can replay it...as Izumi, just to give you a different spin on things. You'd have different goals and have to go about things in different ways.

Kouichi's first concern is figuring out what's going on, and it later becomes protecting Mei. He has to rely a lot more on himself and his small group of friends (which fluctuates but can include everyone from Mei, Naoya, and Yuuya to Tomohiko, Aya, Takeru, Sayuri, Matsuko, Yukari, and a lot of the unaffiliated characters).

Izumi would have a different style. Her first concern is making sure people follow the rules and she can go about this one of two ways: by being nice...or by having Junta and Kenzou beat on anyone who steps out of line. Of course, playing through the later way seems easier at first, but backfires once it becomes clear the countermeasures aren't working since you've pretty much screwed yourself over and made everyone hate you, meaning if you do start playing the game correctly, you've got to work even harder to fix things and gain Kouichi's trust so he'll clue you in on what's really going on.

I like a game that makes me think things through and tells me a little about myself: I enjoyed The Walking Dead because, no matter how bad things got and no matter how much easier it'd have made things, I didn't compromise my morals to survive: I didn't steal, and I didn't murder. A lot of developers don't get that anymore (2K's war crimes simulator Spec Ops: The Line is a good example of this; being able to do horrible things should be an option but a smart player should be able to get around it with a little patience and effort; Obsidian accomplished this very well with a lot of the quests in Fallout: New Vegas).

And now I'm rambling again.