
キャラクター性を出すと内から外からのフィードバックが映画などのキャラクターへのそれと同じになってきた。それはそれで良いが、ゲームのキャラクターらしさ=プレイヤーの想像の余地の大小と考えていたので、葛藤があった。しかし映像はどんどんフォトリアルに向けて進化していく。ルックのデフォル… https://t.co/eDTXUovsAy
November 28, 2025
He continued, noting that the medium was drifting toward photorealism: “As visuals trended more realistic, production became more complex — scripts, environments and character models all aimed for plausibility, and stylized designs grew rarer.” Nojima said that the direction made development harder and left him uneasy about the industry’s priorities.
Nojima says a change of course came when Square Enix invited him to contribute to a new project. “In the midst of that transition I was given the chance to work on Kingdom Hearts I and II, and it freed me from the despair I felt at the time,” he recalls. “It was an absolute joy — both invigorating and nerve‑wracking to be entrusted with other creators’ characters.”
Personally, the idea of navigating a project under the watchful gaze of such a massive franchise would make me far more nervous than refreshed.
Final Fantasy VII’s writer has said Dragon Quest taught him protagonists should allow players to self-insert, though he later acknowledged that a silent lead isn’t the only valid approach.


