Infold Games x Otomate Interview: On the Next Gen Otome Game Love and Deepspace

Four days have passed since the launch of the latest mobile otome sensation, Love and Deepspace. The game has taken the world by storm, becoming the latest buzz in the otome world. With an influx of positive hype and overwhelming favorable reviews circulating globally, it has emerged as the hottest topic in the otome community worldwide!

Following the heightened anticipation and global excitement among players leading up to the game’s release date, Infold Games orchestrated an event as part of the launch promotion for Love and Deepspace’s worldwide release. This event commenced across four locations around the globe.

The impressive 3D video below, featuring one of Love and Deepspace’s main characters (Rafayel) was played in various locations, including New York (US), Tokyo (Japan), Keelung (Taiwan), and Changsha (China). Fans worldwide enthusiastically participated in the celebration, capturing screenshots and videos of the event.


Prior to the game’s release, an interesting interview took place, bringing together the development teams and representatives of the two currently biggest otome developers known in the genre; Infoldgames, creators for the MLQC series, and Otomate, the leading company in Japan, (and possibly worldwide), for releasing console otome titles.

The members of Infoldgames were known to be fans of Otomate works such as ‘Hakuoki’ in the past, and they eagerly anticipated this discussion. This interview took place online, with the three members from Infoldgames participating remotely from Shanghai. The conversation was facilitated by an interpreter connecting them with Otomate’s team in Tokyo.

Photo by Sasaki Shuji

Otomate Representatives:

  • Yoshiaki Sato (right) – President and Representative Director of Idea Factory
  • Tsunekiyo Fujisawa (center) – Hakuoki Series Producer
  • Shoko Mikami (left) – Promotion Lead
  • Otomate is a romance game brand for women developed by the game software maker Idea Factory Co., Ltd. It has released numerous titles, including the “Hakuoki” series, which has surpassed a cumulative shipment of 1 million copies. Since 2018, the brand has actively expanded into Nintendo Switch titles, with 66 releases as of January 2024. In recent years, Otomate has not only focused on games but has also ventured into events, merchandise, collaborations with other companies, and even opened the Otomate Building in Ikebukuro, Tokyo, indicating a broadening scope of activities.

    Infoldgames Representatives:

  • 莫 ‘Mo’ – Executive Producer
  • 李兹 ‘Liz’ – Supervising Producer
  • 艾兹 ‘Ai zi’ – Global Marketing Head
  • Infoldgames was established in 2021, with its headquarters located in Singapore. It has branch offices in cities such as Los Angeles, Tokyo, Seoul, and Taipei. The ongoing operations of ‘Niki Series’ and ‘Love and Producer’ have garnered millions of users globally, more than tens of millions of users globally, and the company is currently focusing on developing new titles such as Love and Deepspace, MLQC, and Infinity Nikki.


    Interview:

    This interview was conducted by Infoldgames Japan.
    NOTE: The recording of the interview was originally in Chinese (Mandarin) and Japanese. Big thanks to my dear friend and language partner Maiko-chan for helping me translate and proofread this article.

    First of all, can everyone please introduce themselves?

    [Otomate] Sato:
    I’m Yoshiaki Sato, President and Representative Director at Idea Factory. Within Idea Factory, we are also involved in managing the “Otomate” brand.

    [Otomate] Fujisawa:
    Pleased to meet you, I’m Fujisawa, and I create otome games at Otomate. I am also the producer for the game Hakuoki.

    [Otomate] Mikami:
    I’m Shoko Mikami, head of Otomate’s sales promotion team. Nice to meet you all.

    [Infoldgames] Liz:
    Nice to meet you, I’m Liz, the supervising producer for “Love and Deepspace.” I’m delighted to have a conversation with Otomate today. I’ve been a fan of Otomate games for a long time, and I’ve completed all series of“Hiiro no Kakera.” Also, I’m a fan of Ukyo from the “AMNESIA” series (laughs)

    [Infoldgames] Mo:
    I’m Mo, the director of“Love and Deepspace.” I got hooked on Otomate games starting with “Hakuoki” and “AMNESIA,” and I also enjoy recent titles like CollarxMalice, Piofiore no Banshou, Olympia Soiree, and Gensou Kissa Enchante. All of these stories are really fresh and captivating, and the characters are unique and full of personality. I love the world settings and character designs in Otomate games!

    Additionally, the “Meanwhile Stories” in Piofiore provides supplementary information from different perspectives about the story and characters, adding an interesting aspect to the gameplay. I think it’s a fantastic game design. Looking forward to today’s discussion!

    [Infoldgames] Ai zi:
    Hello, I’m Ai zi, in charge of Love and Deepspace’s Global Publishing. I’m happy to have the opportunity for a discussion with the senior members of Idea Factory.

    While this feels a bit like a fan meeting, given that everyone shares positions in the same industry, I’d love to hear your thoughts and feelings about the otome game genre.

    [Infoldgames] Liz:
    Before becoming game developers, we are avid otome game fans! Basically, we view otome games from a player’s perspective. In otome games, we encounter diverse characters in various eras, worlds, and situations. Throughout these stories, we learn about their pasts and backstories, witnessing characters build bonds with others, etc. It’s a genre with endless possibilities.

    From a developer’s standpoint, I am once again amazed by the infinite possibilities within otome games. I believe that the “personal bonds” and the “immersive storytelling experience” born from each player’s unique journey are the reasons why otome games have grown and expanded over the years. I think this is what makes the genre so appealing.

    [Infoldgames] Mo:
    I agree with Liz.Although otome games may seem to “simulate romance,” I believe their unique feature lies in allowing players to experience “real” romantic moments, as if they were truly there. Captivating the hearts of players in this manner is also a goal we creators aim for.

    On a personal note, when I think about it, my first Otomate game was Hakuoki, and it was in the PS2, which is a little nostalgic. Right from the beginning, I’m immediately drawn to the story and characters, especially with Souji Okita, who left the biggest impression on me. Despite battling an incurable illness, he remained a proud and honorable swordsman. He really embodied being the “sword” of the Shinsengumi.

    [Otomate] Sato:
    Otomate is a brand that was launched 19 years ago, and Hakuouki is celebrating its 15th anniversary. I am a man, and Fujisawa, the producer of Hakuouki, who’s next to me, is also a man, but the majority of the staff working on the project are women. “Joseimuke” (games for women) and “Otome games” are different. Technically, within the larger pool ofJoseimuke games lies the niche genre called, ‘otome’. We created Otomate brand to explore this niche.

    Koei (referring to Koei Tecmo Games) started the Otome genre initially, and we also have a relationship with them. Koei was in fact, the one who introduced IDEA FACTORY to the otome game industry, and that’s how we got started.

    Koei primarily focused on major titles like the “Angelique” series and didn’t increase the variety of their games that much, but IDEA FACTORY’s policy was to create a wide variety, and we have produced many Otome games. Among them, “Hiiro no Kakera” was an early hit. Fujisawa was the producer of that game.

    [Otomate] Fujisawa:
    When I started making Otome games, the term ‘joseimuke’ was still the term being widely used by the mainstream audience. From there, I began to expand and further explore the concept of otome games. Since I am a male, I first thought about what could be achieved by incorporating a ‘male’s perspective’. Then, I thought carefully about what kind of content would be interesting for women.

    I created Hiiro no Kakera with the thought that I could incorporate the “bond between two people” and “emotions” into a work that both men and women could share and empathize with. Since then as times changed, Hakuoki was created with another big idea in mind. The theme of both games is not just a love story between the main character and the love interest, but rather the deepening of the bond between the two by overlapping their feelings for each other. I believe this was the foundation of Otomate.

    After over a decade, many people have played Otomate’s games, and now, new creators are emerging. I’m happy to see that joseimuke and otome games are being created not only in Japan but also overseas, as seen with companies like Infoldgames, expanding the genre and gaining popularity with their titles worldwide.

    ◆ When it comes to otome games, I believe ときめき (“tokimeki” or ‘heart-fluttering moments‘) are essential. What do you think is necessary to create those ときめき moments?

    [Otomate] Fujisawa:
    I myself am more into to the deep connection between a man and a woman, like the bond between a man and a woman. So, what I would like to include in my stories is the layering of emotions in places where there were none before. It could be revealing emotions that have slowly accumulated overtime or picking up on bonds that might have existed in the past, with memories unfolding over time.

    For example, discovering things like being separated at birth, realizing childhood connections, or finding out that the other person was the one you once hold dear—these kinds of revelations from various layers of the past are what I enjoy.

    [Infoldgames] Liz:
    As Fujisawa-san mentioned, I also think that the best way is to build a bond with the characters. The process of establishing those bonds is the most important. Traveling with your boyfriend and friends, encountering various people in different places, and gradually building your relationship—it’s in these moments where you create memories that are unique to the characters and the player.

    The more players undergo such high-quality and enriching experiences, the more they become immersed in the game world, and the deeper their feelings toward the characters become. Through this, I believe that ときめき (heart-fluttering) moments closely resembling real-life romantic experiences are born.

    We’ve previously considered that if we could pursue every detail of the daily life spent with the characters and depict it in a realistic manner, we could further heighten the sense of immersion.

    So we added as many features as possible to the game that mimic activities one might do in an actual romantic relationship. For example, you can chat with your boyfriend, discuss your problems with him, touch his heartbeat, ask him “What did you eat for dinner? or playing crane games or card games together. We hope that by accumulating ときめき (heart-fluttering moments) through everyday routines, we can enhance the romantic experience for players.

    [Infoldgames] Mo:
    True. We always create a variety of content with “romantic experiences” as our central theme. Most of all, it is very important for us to listen to the wishes of our players and their desires for the kind of romance they want. We value the opinions of our players as well as our internal staff members, and we continuously do trial and error to meet their needs.

    For example, during the beta test, we received feedback like, “If the main story is in a 3D first-person perspective, it would be great to have interactive experiences with characters. Therefore, we would like animated effects in the (SSR Cards) illustrations.” In response to this request, we implemented a feature in the SSR Cards that allows real-time interactions with characters, fulfilling the players’ desire for a more dynamic interactive experience.

    How are new otome game IPs created? Are there any unique aspects specific to the otome game industry?

    [Infoldgames] Liz:
    For us, who are creating 3D otome games, most of what we do is new and unknown, and we don’t have many existing references to go by. However, if you look at it differently, it means we can freely be creative. Without being bound by precedents or established rules, we simply focus purely on thinking about “how we can make the romantic experience better?” and through repeated new challenges, we aim to create games that are more interesting and engaging.

    For me, occasionally, I draw inspiration from the voices of the development team or players, and ideas often come to me from rather small events like this.

    [Infoldgames] Mo:
    That’s right! One day during development, when I was feeling tired, an idea came to me while I was casually sighing: “How comforting would it be if I could talk to my significant other…” And at that time, the entire staff seriously discussed, “How can we implement a feature that allows for conversations?” (laughs).

    We even have a dedicated chat group within the company where everyone can write down their wishes for desired features. No matter how outlandish your ideas are, you can pitch them to this group. In the end, based on the ideas that everyone has discussed and agreed upon, we will try and experiment with the most appropriate technology. Some of the features and contents that have already been implemented were born from this chat group.

    I believe that the essence of game development, not only in the otome genre, is to create content that moves the player. Therefore, if the game is not something we as creators find interesting or emotionally impactful, I don’t think that energy will be conveyed to the players.

    [Otomate] Fujisawa:
    That’s wonderful! So, how do you decide on the setting and worldview of the story? Do you look for inspiration or consult with your team?

    [Infoldgames] Liz:
    We get ideas from various sources, such as movies, videos, and other media forms in the genres we like. In addition to what we ourselves want to convey, we also listen to the opinions of the marketing department, and since we value the opinions and comments of players, we also conduct surveys.

    [Otomate] Fujisawa:
    I see, so it’s more of a research-based approach.

    [Infoldgames] Liz:
    Yes, I think it’s essential to pay attention to what players are looking for in the market. We look at content that is popular in China and try to find out what people are interested in nowadays. l also look at a wide range of media, including literature and art, to see what is currently resonating with people beyond the gaming genre. While I find inspiration by exploring new things in this way, I am also interested in taking inspiration from past history and creating new stories from it, as in the case of Hakuoki. In genereal, It’s not just about innovation; classic or orthodox elements can also be appealing.

    [Otomate] Mikami:
    Love and Deepspace is a game with RPG elements. Where did you come up with the idea of combining it with otome content?

    [Infoldgames] Liz:
    Right. In the early stages of launching the project, we realized that people today have more of an egalitarian views on romance. Therefore, when planning the gameplay, we purposely incorporated the idea of “fighting side by side with your significant other” as part of the romantic experience in the game.

    In Love and Deepspace, the romantic experience includes sweet moments of everyday dates and facing difficulties and crises together. We believe that otome game players have unlimited possibilities, and we wanted to provide these players with a new and varied gaming experience. So we created a battle system that allows players to interact with the characters while requiring a certain level of difficulty.

    At the same time, however, we also considered the needs of players who just want to enjoy a light and simple romantic experience, so we have lowered the difficulty level of battle quests and monster designs, and implemented convenient functions such as “auto mode” to lower the hurdles for players who are not comfortable with battle mechanic gameplays.

    ◆ I’m sure, besides the battle system, there are difficulties that are inevitable in game development. When your projects faced challenges, how did you overcome them?

    [Otomate] Fujisawa:
    The most challenging aspect in development for me is that when I create a game, it inevitably ends up being more emotional than “otome”. So I consult with our women staff members on how much “sugar content” to include in an Otome title.

    Otherwise, the game might end up being something that could be enjoyed by men as well. While the ultimate goal is to achieve that, I make sure not to lose the ‘otome game essence’ during the process. I often say this to myself: “Make sure to have a proper ‘otome circuit’ in place,” and that is my guiding principle.

    [Infoldgames] Liz:
    As I explained earlier, we hope to deliver a new gaming experience that has never existed before. However, taking on a new challenge is a risky process, so to speak, and we often proceeded with a lot of exploration, and failures and setbacks were a commonplace.

    For example, during development, we repeatedly redid and brushed up on the details on a lot of things, and challenges comes up eventually, like “how to achieve high-end 3D visuals within the storage capacity limits of a mobile app” or “balancing a battle training system with light daily life and mini-games”, etc. This required numerous revisions and a lot of reworking to get the best results from scratch.

    Fortunately, the entire team was able to overcome these challenges, and I believe that this helped the team move forward.

    [Infoldgames] Mo:
    I’d like to share an example as well. In order to make the main storyline more immersive, we had to stick to a 3D first-person perspective, which was also a challenge. We put a lot of thought into the app’s capacity, high-quality graphics, and system engine. We also had to redo the game many times to maximize the sense of realism that only a first-person perspective can provide, even on a vertical phone portrait screen.  We went through several reworks and finally introduced a process akin to animated film production, allowing us to bring out the charm of storytelling through 3D visuals.

    Also, with the game set for a simultaneous global release, language support was crucial. We not only localized the characters’ lines into each language and recorded their voices, but we also wanted the movements of the characters’ mouths during conversations to match the characteristics of each language, so we made a lot of adjustments and polishing, even if it meant more work load. This means that in the version you can experience now, the characters will have mouth movements that match each language, giving you a realistic experience as if the characters were really speaking in that language.

    [Infoldgames] Ai zi:
    Actually, the marketing team had as many challenges as well. For example, we wanted to produce materials such as PVs and posters that would bring out 120% of the appeal of the characters, but this was no easy task. And no matter how much preparation you do for offline events, there was always the possibility of unexpected problems. There were times when we felt disappointed and frustrated that we could not deliver things to the players as planned. The fact that we have been able to get through all of this without any problems is thanks to the kindness of the players for Love and Deepspace.

    We really love Love and Deepspace so when we encounter difficulties, we sometimes get deeply frustrated, but we believe that our work isa combination of fun and risk.

    [Infoldgames] Liz:
    There have been many difficulties, indeed. And since it takes a whole team to overcome them, we were naturally short-staffed. So, to the readers of this article, if you have read this far and nodded your head to agree on this sentiment….. please apply to our company if you are interested! (laughs)

    We are actively recruiting talented individuals who have the ambition to grow alongside our projects. Skilled staff capable of creating otome games are truly invaluable. Feel free to check our company’s job listings, and also, consider looking into job opportunities at Otomate as well. (laughs)

    [Otomate] Sato:
    Thank you very much. (laughs) Recently, we have been getting excellent overseas staff who come to our company saying, “I want to make Otome games.”

    Infoldgames Internal Office (look at all their husbando shrines!) (❤ω❤)

    ◆ What talents are required in the development of Otome games? What are the essential skills that you are looking for in a team member, as well as the composition of the team?

    [Otomate] Fujisawa:
    Regarding the talent of team members, the first priority, I believe, is their love for Otome games. However, liking something and being able to develop it are not necessarily the same. Talent is one thing, but I think that the desire to create more than just liking the game will greatly develop your talent. So, it’s preferable if individuals have a strong passion for creating. I am happy to work with people who are good at creating games, but I would also like to work with people who are passionate and have a great desire to create games.

    ◆ Before today’s discussion, the members of IDEA FACTORY had a chance to try out “Love and Deepspace”. What did you think of the game?

    [Otomate] Sato:
    It was a blockbuster work on a level that Otomate wouldn’t have had a chance to tackle, so I was very impressed. It’s an ideal technology that we would like to use in our company, but unfortunately, we don’t have the budget for it.

    [Otomate] Fujisawa:
    The games we usually make are 2D games, but I was very impressed by the realistic 3D movement of the characters in Love and Deepspace. We can see the characters from various angles and see everything that is going on around them. Although we were not actually touching them, we could feel their presence by touching the screen. I feel that we were able to experience a different world that we could not have done on our own.

    In particular, the interactive parts of the sub-stories and card stories were wonderful, and as a fellow creator, I was very envious. And even as a guy, the production and direction of the story was very thrilling. I really enjoyed playing it, it was very good!

    [Infoldgames] Liz:
    Thank you so much! Can you give us an advice, like for example: “It would’ve been better if you did more of this” and etc.

    [Otomate] Fujisawa:
    There are choices in the story, but I thought it would be nice to have choices that not only reflect actions but also the player’s way of thinking. I think that having a number of choices would expand the scope of the game.

    [Otomate] Mikami:
    In Otomate works, there are various foreshadowings scattered throughout scenarios, as well as characterization than system operability and gimmicks.

    [Otomate] Fujisawa:
    We did this in Hiiro no Kakera and Piofiore no Banshou, but I think having a system where you can view the story from various characters’ perspectives, not just the protagonist’s point of view, could make it even more interesting. It could be a story from the past, or it could be combined well with a system that collects those scenarios.

    [Otomate] Mikami:
    I also thought it would be nice to have a story not only from the main character’s point of view, but also from the love interest’s point of view, like what he was doing at that time.

    [Infoldgames] Liz:
    During the trial play earlier, I understand that there might not have been enough time for you to experience it, but we have actually already created a feature called “Anecdotes” where you can view these kinds of side stories. It reveals what the characters were doing behind the scenes of the main story. So when I heard Mikami-san’s comment, I couldn’t help but nod my head and say, “Oh that’s a similar idea!” (laughs). Still, I am very grateful for the advice of my seniors, and as for future development, I would like to create more perspectives and new forms of expression to give a glimpse of the story and the characters from different viewpoints.

    “ANECDOTES” section for Love and Deepspace

    ◆ Love and Deepspace is scheduled to start its service on January 18th, I am sure that you have prepared promotional events for it.

    [Infoldgames] Ai zi:
    We are currently in the midst of preparing numerous campaigns and events. As it is a game with a worldwide simultaneous release, we are planning events that will allow otome game players from around the world to participate together.

    First of all, we are honored to invite the globally renowned singer Sarah Brightman to sing the game’s theme song, “LOVE AND DEEPSPACE”. We hope to deliver a song of love that transcends time and space with music that transcends national borders. We are also planning to develop events that are tailored to the customs of various parts of world as well as the preferences of our players. We are looking forward for everyone to enjoy it soon!

    ◆ That sounds exciting! I’m looking forward to it! The Hakuoki series is also having a 15th-anniversary campaign, right? What kind of events will be held in the future?

    [Otomate] Mikami:
    The 15th-anniversary project has already started since September 18, 2023, and we are planning to hold a reading performance and talk event in Hakodate from February 3 to 11, 2024, as a pilgrimage to the location. Also, on March 3, we will hold a solo event called “Hakuoki Shinkai Sakura no Ute 2024″.

    [Otomate] Fujisawa:
    By the way, Hakodate is the place where the main character Toshizo Hijikata fought until the end of his life. There’s going to be a talk show featuring Shinichiro Miki, who is in charge of the character’s voice. The event “Hakuoki Shinkai Sakura no Ute 2024” is the first event after “Hakuoki Shinkai” was released. Almost all of the cast members of the game will participate in the event, so I think it will be an event that fans will enjoy very much.

    [Infoldgames] Liz:
    I am looking forward to it! Actually, I like “Otopa” (Otomate Party) so much that I actually bought a ticket to attend them once before.

    [Otomate] ALL:
    Wow! Thank you!

    [Otomate] Sato:
    This coming March 28, Hakuoki Yuugiroku will also be relased. In addition, Marvelous Ent. Japan stages the musical Hakuoki every year, and this year’s performance is scheduled for April. Please look forward to more Hakuoki announcements in the future.

    [Infoldgames] ALL:
    We’re looking forward to it!

    ◆ Moving on to the next question, I feel like, in the Japanese gaming industry, there seems to be a trend where games targeted at women are not accepted unless they have simple controls and systems. With that, it must have taken a lot of courage to adopt a unique battle system for Love and Deepspace.

    [Infoldgames] Liz:
    Yes, that’s right. We decided to include battle elements in the game because we wanted players to experience scenes where they stand side by side with their loved ones, facing difficulties and crises together, and to allow them to experience fighting alongside their significant other.

    ◆ Didn’t Otomate previously release an action gamecalled “Hakuoki: Bakumatsu Musouroku?” Looking back at that time, could you share any memorable experiences?

    [Otomate] Fujisawa:
    “Hakuoki” is a romance adventure game, while “Hakuoki: Musouroku” was my first attempt in the series to venture into the action game genre. As an “action” adventure game, it offers a different side of Hakuoki, that showcases the thrill of an action game rather than emphasizing romance.

    I have not produced any action game since Hakuoki Musouroku, but playing Love and Deepspace this time reminded me the aspect of making things move in video games. I had a vague idea that in the future, more games that are easy to control and enjoyable would be created in the future. I hope that one day, I will be able to create new possibilities with Infoldgames across the borders.

    [Infoldgames] Liz:
    I feel very honored!

    ◆ Please tell us your thoughts and aspirations regarding the future development of otome games in Japan and China.

    [Otomate] Sato:
    I feel that the market for otome games in Japan is very promising. With the Nintendo Switch console, Otomate’s games have been selling well worldwide. We are very grateful that many players, both in Japan and overseas, are enjoying Otomate’s games, and we are trying to further promote this. Last year I went on a business trip to Hong Kong and Taipei, and I would like to go anywhere in the world to promote Otomate’s products if necessary.

    [Infoldgames] Ai zi:
    Recently, our focus has shifted more towards the players of otome games rather than taking a broad perspective on the market, and what we have observed is that in various areas around the world, including China and Japan, there are differences and commonalities in culture and aesthetic sense.

    On the other hand, word-of-mouth from players in each region shared the same requests: “I want the characters to be close to me” or “I want a sense of immersion.” So it seems that players are satisfied with the highly immersive gameplay of Love and Deepspace. In the questionnaire survey we received during the beta test, the Chinese and Japanese players also shared the same favorite SSR cards (laughs).

    In the otome game genre, there are very few precedents for simultaneous global releases, and we still have many new challenges to face, such as how to overcome cultural barriers, while delivering a unique romantic experience that caters to the needs of players worldwide, not just in China and Japan.

    Of course, we have also adopted a localized management policy that is in sync with our global expansion, and we are striving to provide better PR and services by observing and studying market trends in each area.

    [Infoldgames] Liz:
    We are always listening and studying the needs of our local staff and local players. We, the development team, myself included are very thrilled that players around the world are already anticipating Love and Deepspace.

    ◆ It’s about time to wrap up. Finally, if we could hear a few words from Otomate and Infoldgames.

    [Infoldgames] Liz:
    I am grateful that I was able to spend a good time with you all. Despite not working on projects in entirely different genres, I learned a lot from the different perspectives and methodologies that were shared today. I would definitely like to make use of this experience in my future development and publishing.  I would also like to work hand-in-hand with Otomate to deepen our relationship. Thank you very much for today.

    [Otomate] Sato:
    If we have the opportunity, we would like to visit your company and your amazing building.

    [Infoldgames] Mo:
    When I heard earlier that Sato-san had visited Hong Kong and Taipei, all three of us said, “If only you could come to Shanghai as well.” By all means, please do visit our company!

    [Otomate] Sato:
    Yes, definitely! Thank you very much for today!



    SOCIAL MEDIA LINKS FOR LOVE AND DEEPSPACE:


    6 thoughts on “Infold Games x Otomate Interview: On the Next Gen Otome Game Love and Deepspace

    1. Thank you so much for sharing this with us! I always love getting to read industry insights, and seeing this comparison of two very different approaches to otome was super fun.

      Like

    2. This was extremely eye-opening, thank you. Otomate felt like a real pioneer to me for so long, but reading on Infoldgames very immersive style of gameplay that gives players the chance to feel as if they’re living in the game and fighting by their beloved is a huge upgrade in the ‘free choice’ aspect of the otome genre, that had me speechless. In many joseimuke gacha I’ve tried out, I’ve never heard of such a game that considers the many aspects of what makes a relationship feel ‘close’ and ‘real’ before; the opportunity to BOTH fight together, chat together and spend free time together is very genius!

      I like Otomate, but I do wonder if they will update their views on global markets and gender roles; as although some of their games are very good, they are very old-fashioned in certain ways.

      Like

      1. Very much this! I enjoy Love and Deep space as a whole, but the lack of conversational response choices makes it less immersive. I do LOVE the ability to touch the LI and see them react though 🥰

        Liked by 1 person

    3. Oh I love reading the insights of Infoldgames in this interview! their work environment for the devs of Love and Deepspace is my dream office! THEY ARE THE REAL DEAL! You can tell that they love their game so much and put so much thought and care to it. I also like the idea of a pitch-in chat group or suggestion box as a way to have everyone’s voices heard!

      As someone who works in publishing in the US I wish our team had this as well. Sadly some companies in the US especially in small states aren’t innovative as such!

      Like

    4. Tank you for translating this Interview, it was a very interesting and insightful read👍

      The way Infold Games handles their game dev work is literally exploration of new frontiers. I hope they consider to do more on PC and Console like they ‘Infinity Nikki’, since I have only played ‘Love Nikki’ from them and ‘Love and Deepspace’ would set my old ass phone on fire. 💖

      Liked by 1 person

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