Lucky Dog 1 Interview Part 2 (E)

Lucky Dog 1 Interview

Part 2

The questions below have been answered primarily by a representative (T) speaking for the entire staff of Tennenouji. They tend to be a secretive company, and the representative wished for their name not to be publicly mentioned as well. In the interview, unless stated otherwise, this is the person answering the questions.

Though there are no plans for the PC release, preparations have been made to release Lucky Dog 1 in English for the iOS.

Do you believe that Lucky Dog 1 will be Tennenouji’s magnum opus? After all of the Lucky Dog 1 series (bad egg+1, the short stories, etc.) is complete, do you plan on working on another series? Do you have any ideas already?

T: I suppose Lucky Dog 1 would be our current magnum opus. The future direction for our company is just to first finish bad egg+, and if after that the scenario writer still wants to write something, we may continue.

1. Lucky Dog 1 bad egg+ is the Lucky Dog 1 expansion pack that is currently set for release in Dec 2014. With it, Lucky Dog 1 will have three times as much content as it originally did, a new route, as well as new art.


Recently, Lucky Dog 1 was released onto the iOS. Why did you suddenly expand to the iOS?

T: With the number of smartphone users increasing and PC users decreasing (or that’s what it feels like), there was a demand for the game on the iPhone, so we created it.


Do you have plans for LHL or IFG on the iOS? After all, IFG is pretty similar to Angry Birds so it may suit it 😉

T: There are no current plans, but if we have a lot of free time we may make iOS versions for them 😉


What was your impetus for creating bad egg+? In addition to new routes, are there new themes?

T: The demand for more story in Lucky Dog 1 was great, and the scenario writers were still able to write stories about those characters, so we decided to work on it. The theme is still a secret. We want players to go into the game knowing as little as possible.


As far as I know, I don’t think Steam has really expanded in Japan. What are your thoughts on Steam? About the future of Steam in Japan

Personally, we use Steam and like it very much. Several of our friends and acquaintances use it as well. However, we do have the impression that only “otaku” like us use it.

As the Apple ideal and its response in the market has shown, convenience is a very important factor to a highly successful operating environment, and this is probably a big factor as to why console games are more popular than PC games. On this line, Steam, the core of PC games, is at a disadvantage, but we hope that this will change in the future with Steam Machines.

(We believe that because the PC runs off the user’s wallet and his/her own knowledge of the machine, it is a wonderful machine that can allow for a more fantastic experience than a console. Because of this, we feel it is unfortunate that the more restrained console machines are mainstream.)


What are your thoughts on overseas fans? What about on localizing overseas and the limits and difficulties on sales? The profit and the final results?

We are very surprised that non-Japanese people know and are playing a PC game that was never sold in more than 10 stores in all of Japan and Comiket. We also enjoy overseas (though many are from the US) games, and we are overjoyed to, likewise, have people from overseas who play games we create.

As for the creation of games for overseas audiences, the localization fees for a small-scale production game is massive compared to the development costs. If it is a famous game known worldwide, then the localization fee into one other language may be 1% of total development fees, but for a small company like us, with visual novels that tell most of the story through written words, the fees necessary for localization will be equal or even greater than development costs.

In addition, not only is predicting sales in the BL market worldwide difficult, with the distribution (or, where there is no intermediary for distribution, the preparation of a server for sales and authentication), the technical support for areas in other time zones, etc., the costs really do add up, so currently there are more difficulties than advantages.


Including Sei Crain2, Tennenouji is now ten years old. Where do you see yourselves in ten years?

2.  Sei Crain Gakuen is a short, rarely mentioned “game’ created by Tennenouji in 2000, and an expansion made in 2003. Sei Crain Gakuen is a browser game, though, so it’s not counted as a “proper” visual novel.

T: We don’t even know where we’ll be next year!! XO

If, in ten years, we could still create the games we want about what we want without being pressured to do so, we would be very happy.

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