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expertise. It’s just that the plot that Kodaka wrote was so interesting that I decided to go along with it for this work.


When sharing job titles like that, how do you divide up the work? Did you both have to approve everything? Uchikoshi: First, Kodaka constructed the world view and wrote the main scenario, and then the other writers and I expanded on the “Handlerverse” that was created. I’m not sure if this analogy is appropriate, but in terms of a tabletop RPG … Kodaka is the game master, and the other writers and I are like the players. Kodaka made the rules and was in charge, and the other writers and I were allowed to


depending on how many times your allies die, so feel free to kill as many as you like. It’ll be easier to complete the game that way.


How do you keep the player’s sense of hope and agency intact in what can often feel like an overwhelming or ‘no hope’ scenario? Uchikoshi: In these situations, there are often (but not always) choices to make, and I think the game is designed to allow the player to make those choices, maintaining a sense of hope and agency.


Uchikoshi-san has said he prioritizes plot over character, while Kodaka-san has said he focuses on characters, and ‘can’t even write characters he doesn’t like’, but he does require any character to be in an interesting scenario first. You’re both down as writer and director on The Hundred Line. Did you find it to be a natural fit based on your strengths? Uchikoshi: First of all, when I said in the past that “I prioritize plot over character,” I was only saying “if anything...” and strictly speaking, there is no particular priority given to either one. Characters and plot are both equally important. With that in mind, regarding this work... I never decided on the division of roles between Kodaka and me based on our respective areas of


14 | MCV/DEVELOP August/September 2025


play freely and comfortably within that world. So this game is packed with stories that go beyond Kodaka’s imagination. Did you ever disagree on anything? Kodaka: The division of roles was pretty clear, so there wasn’t much conflict. You could say that the collaboration was made possible precisely because the game’s nature allows for a clear division of roles. From the beginning, we didn’t set up the group in a way that would cause conflict. Uchikoshi: It would probably be more interesting to write an article about how we once grabbed each other by the collar and yelled at each other, but unfortunately that never happened. At 3PM, we would admire the flowers of each season, say “the flowers are so pretty,” and pour each other Earl Grey tea... Of course, that didn’t last, but our schedules were always so tight that we honestly didn’t have time to even argue.


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