Since the interview apparently has only been released through the official
Arknights Naver Cafe, here's the translated version in English.
Disclaimer: I wrote this in one go, so some translations may be a little clunky- please let me know if you find any typos/errors.
Q1: Do you have any hobbies? What do you do on your days off? Are there any games or movies that you've enjoyed recently?
A1: My hobbies are playing games, drawing, listening to music, and design. I also do various other things on my days off, but I tend to spend my holidays enjoying the aforementioned hobbies. I also picture in-game scenes and character designs in my head while listening to music. Looking back, they're all related to my work after all.
In terms of games, I've been replaying FromSoftware (Armored Core, Dark Souls, etc.)'s games, works of Hideo Kojima (Metal Gear Solid, Death Stranding, etc.), as well as Half-Life: Alyx. While I've also tried many new and independent games out in the market, I've been unable to progress much further than early~mid game due to time constraints, so the games I've managed to clear to the end are usually only my personal favourites.
Although I really enjoy going to the cinema, I had to give up on it recently as a result of COVID-19. Many upcoming works had been postponed as well. Regarding this, I can only cheer for the producers and many great works to come as a fan.
I also enjoy going to escape rooms with my friends, but I haven't been able to go as often recently because of my work. Mostly I'm just watching my friends enjoying themselves through our group chat, haha.
Q2: What does the name "Arknights" mean? How did you come up with it?
A2: I'd originally come up with "Archknights" by chance in the past, and it was later changed to the two words, "Ark" and "Knights". The English name was very straightforward, but it took a long time to come up with the Chinese one. As each character can convey so much meaning, naming turned out to be quite a challenge, but that's what makes Chinese characters charming. At any rate, I'm glad to have found an appropriate Chinese name.
Q3: What inspired you to produce Arknights?"
Early on, I sought to find a mobile-friendly game with a unique genre. Through repeated development of a demo version, I found out that my team liked auto chess and tower defence games very much.
Through my experience of playing war-themed games in the past, I realized that doctors and other medical personnel were rarely in the frontline, and I decided on a casual game with medical aspects. This also resulted in ideas such as Catastrophe and Originium.
Kal'tsit is an especially unique character in that she is more focussed on medical research rather than battles. Of course, my medical knowledge is only surface-level, but I've tried my best to incorporate medical themes into the game.
Q4: How was Amiya's character created? What was the process behind her current design?
A4: Amiya is the current leader of Rhodes Island. We wanted to create a young but very determined character that could give the world a little more warmth.
Q5: Many fans have been interested in the regions and the cities of Terra. How were they created? Are there any plans to reveal the full map of Terra?
A5: When designing each faction and organization of Terra, I first consider their visual aspects, and think about how to design their relationships. While a map exists, it's a little too early to reveal it as the story hasn't progressed far enough. It will be revealed with further story development, at which point the players would have familiarized themselves with the regions through various stories.
Q6: What made you incorporate animal features into the characters?
A6: Instinct, perhaps? Haha. Personally I really wanted to create nonhuman characters with animal features, especially animal ears. Afterwards I decided that there would be many others like me, so I went forward with the idea.
Q7: Some characters have both human and animal ears. Which pair do they use for hearing purposes?
A7: Usually they use both.
Q8: What made you pick Starset's song as the BGM for the PV?
A8: There wasn't a particular reason. In my opinion, while mobile games are limited in terms of genre and functionality, in terms of artistry I had a personal goal that I wanted to surpass. That was how dark, avant-garde music (characteristic of Starset) was used.
Q9: Why was the in-game stamina named "Sanity"?
A9: I wanted to express stamina in a way that would fit the setting, and it was shortly after changed to "Sanity" to match the game concept.
Q10: What does the Sanity Potion taste like?
A10: Probably not very good.
Q11: What's written in the clues discovered from the Reception Room?
A11:
Rhine Lab, Glasgow, Rhodes Island: Medical examination reports
Blacksteel: Weaponry-related documents
Penguin Logistics: Letters
Ursus: A collection of newspaper articles
Kjerag: Order information
Q12: Canonically, how are the materials required for levelling up, Elite upgrades, and skill enhancements?
A12: The chips are used by the Motor Learning system, which provides class-specific training plans and guidelines. The battle records function the same way as their in-game descriptions read. However, as equipments, maintenance, and human resources all require various different materials, it does become a little vague. Obviously battle records alone wouldn't be sufficient to train an operator.
Q13: Are there any plans to release a book summarizing the worldview, or more in-game descriptions?
A13: Yes, although I wish to do so through in-game functionalities at the moment.
Q14: What is the most difficult part of developing a game?
A14: There is no easy part to game development, haha. This may not be an answer you were expecting. The simplest part is early on, when ideas are finalized and much progress is made for a few months. Hellish difficulty greets us at the end, though.
Game development is a business with 90% chance of failure. Completing it itself is such a difficult task. Large financial investment and human resources are required, and finding like-minded coworkers are all extremely hard. The thoughts fo many people all need to come together, and contents need to be constantly produced. Even then the success of the game can only be determined by player feedback, so creating a successful game is a very difficult task.
But! Still but! If you are someone like us who truly enjoys the process of game development itself, even a failure would be a fun experience. So if you are an aspiring game developer, you don't need to be overwhelmed before you even begin. Moreover, I wish you would think dearly of the games you enjoy. Whatever they may be, they are the fruit of labor with 10% chance of survival.
Q15: What is the process behind designing each Arknights character?
A15: Various aspects of a character need to be considered, such as artwork, backstory, and skill, so a general direction is first set before filling out the details. Everyone provides different ideas through the design process, so sometimes we settle on one during our discussions and move forward from there. These are all flexible parts of the game development.
Q16: How is the game balance adjusted for each stage?
A16: Our game and stage designers test each stage by only using lower rarity and freely acquirable operators.
Q16: Which characters or story elements have changed from the development stage to the official release?
A16: Ptilopsis was originally a Supporter.
Landmines used to be a key functionality in each stage, but it was later reduced to just a handful of stages. We wanted to make the game more approachable for beginners, and have the players focus more on utilizing each character.
Summoner operators are some of the remnants of the landmine system.
Q18: What is the main focus when designing skin collections?
A18: It changes from time to time, but the main focus is usually bringing out another side of each character.
Q19: How is food provided within Rhodes Island? Are there designated chefs, or do the operators take turn cooking?
A19: There are members tasked with purchasing ingredients and cooking. There is also a cafeteria. Of course, some operators probably make their own food.
Q20: Which operator is the best cook?
A20: Matterhorn is probably the best known for culinary skills, but direct comparisons haven't been made. Some operators, such as Gummy and Mousse, excel at specific dishes. Even Adnachiel once said that he can only make 25 types of desserts as a Laterano citizen. I'll leave the rest up to the players to decide.
Q21: What does the Doctor usually eat? Are there any differences between the food eaten by the operators and the food in real life?
A21: The Doctor probably sneaks in some snacks whenever possible. The operators have vegetable dishes and drinks similar to those in real life. Meat products, however, are acquired from a different kind of animal.
Q22: Some operator's ages are unspecified. Are there any reasons for this?
A22: As there exist many different species of operators, their appearances and lifespans are also different. We wish the players would focus on the personal growth each operator goes through at various stages of their lives, rather than their ages.
Q23: How do operators with horns and tails sleep?
A23: Hahaha, each operator probably has their own sleeping position.
Q24: What's the function of the Laterano people's wings?
A24: Their wings are byproducts of their Arts abilities, and can be considered as a form of status identification.
Q25: What is the role of the Catastrophe Messengers? Please tell us about their daily lives.
A25: The Catastrophe Messengers mainly predict future Catastrophes, observe the surrounding environment, and actively send out warnings to nearby cities. Terra's security guards, if you will.
Q26: There's Lancet-2 and Castle-3, so why isn't there a -1?
A26: You should probably ask Closure.
Q27: Is there a chance for Closure to be released as a playable operator?
A27: Operator Closure is currently in charge of very important tasks, so as for whether or not she will be deployable in the future... let's say it's a secret for now.
Q28: Why did Emperor found Penguin Logistics?
A28: Emperor was not satisfied with his musical and investment successes alone. He currently wants to unfold his ambitions in a more stimulating life.
Q29: Who is your personal favourite operator?
A29: I like them all, so it's hard to pick just a few! I really do like a lot of operators, but what I consider to be important is a little different. If I had to pick, they would be Amiya, Gavial, Angelina, etc. and I'm especially fond of Shift operators.
Q30: Would you be able to tease us with upcoming factions and stories?
A30: We are still working on them, and we've yet to decide when to release them.
Q31: Where do the main story and the event stories fit on the timeline?
A31: This will be explained further in future related contents.
Q32: What new features can we expect in the future?
A32: Story playbacks and a feature to view all skin collections will be updated soon, as well as achievement collection feature. Roguelike system is currently under development, along with a few other features.