プロジェクト

歴史的な戦争に基づくほとんどのビデオゲームは、兵士が経験した戦闘と暴力を表現するものが多いと思われる。その結果、戦争ゲームの物語の構成 のほとんどが犠牲者の立場から描かれているのが少ないと分かってきた。その犠牲者の中で、特に多いのが子供と女性だが、登場人物として現れるのが少ない。もはや、戦争ゲームは兵士に関する以外のモノは無視され、疎外されいるのではないだろうか。例えば、「パシフィック・ウォー」(1941-1945)と言うゲームの中で、命を落とすものはたくさんいるが、特に被爆者(女性・子供)の物語は描かれていない。

このプロジェクトの目的は、被爆者の経験を描いた教育戦争ゲームである。何故なら、カナダとアメリカの多くの人々に少なくとも被爆者の事を理解し、知ってほしいと言う願いがこめられているからである。

Conference

This project was presented as a short paper at the Canadian Game Studies Association (CGSA) 2017 conference in Toronto, Canada. Here is the abstract:

War videogames tend to focus on depictions of combat and violence experienced by soldiers. This has led to a climate where non-combat casualties are ignored and marginalized within the traditional narrative framework of war games. As a result, both women and children have been largely underrepresented despite the fact that they are typically the majority of casualties in war. One specific example of this phenomenon is in Pacific War (1941-1945) games that disregard the victims of bombings, especially the atomic bombings of Hiroshima and Nagasaki. The hibakusha (atomic bomb affected persons) have been ignored in the representation of the war, particularly in North America. Nagasaki Kitty represents an attempt to create a war game that focuses on the experiences of hibakusha in order to better incorporate their stories into North American understandings of the atomic bombs.

Nagasaki Kitty’s central narrative focuses on a 10-year-old Japanese girl named Ayako whose goal is to navigate the destroyed city of Nagasaki in the direct aftermath of the atomic bomb as she attempts to reunite with her family. The player will witness the terror of Nagasaki through algorithm-driven, choice-based gameplay. The intention of the game is to provide players with a perspective of war and the atomic bombs that has been traditionally ignored in the videogame industry, especially in North America. This presentation, to be completed in conjunction with our game demo of the same title, will provide a background on the game’s story, historiographical choices, art style, and background algorithms.

Included will be an introduction of the works that most influenced the game, with a special focus on the short story Two Grave Markers by hibakusha author Hayashi Kyoko, which originally inspired the game. A discussion of the historiographical issues surrounding the atomic bombs will follow. Particular stress will be placed on the selection of sources and issues with remediating history into a format suitable for a videogame. The team’s lead designer will discuss artistic choices made throughout the project. Finally, the head programmer will present on the algorithms that are at the core of the gameplay of Nagasaki Kitty.

Museum Exhibition

Nagasaki Kitty was selected by the curator Syd Bolton to be part of THEMUSEUM's INTERPLAY: Thinking Through Games exhibit from January 26 to May 13, 2018. The exhibition will display a wide variety of ways that academic researchers are engaging with and studying games, through play and analysis as well as through game creation. Engaging and hands-on, the exhibition will serve as a space for visitors of all ages to learn about how games are made and studied.

「もういい加減にしなさい。大丈夫よ、小さな傷なんだから。さぁ、さっさと食糧をもらいに行きなさい。今日は忙しいんだから。」

ストーリー

このプロジェクトはUnity Engineのアイソメトリック パスペクティブを使用した作品である。このゲームの内容は林 京子さんの著書「二人の墓標」や医学文書又は、政府報告書を基に描かれたものであり、安夜子と名のる十歳の少女をプレイヤーは自分の分身としてコントロールし、原爆で破壊された長崎の町をさまよいながら、母親との再会を目指すというものである。プレイヤーはゲームを通して長崎の恐怖を目の当たりにし、ゲーム業界で無視され続けてきた戦争と原爆の別の視点を体験する事が出来る。

Ayako

チーム

3690_3748224996498_710338541_n

サミア ペドラカ

3D キャラクターアート

IMG_6904

ミミ オカベ

日本語翻訳者

Sponsors

TAG - Refig