USg: Danganronpa has more gameplay elements than most games of its type. Did you incorporate these elements to keep players moving between various types of actions?
KK: It was actually a sales-driven idea. At the time the first Danganronpa released, visual novels in Japan weren't really selling well. We figured that, if we make this game and market it as a visual novel, it's probably not going to do very well. In order to avoid that problem, we decided to add a lot of gameplay elements in order to make it more appealing—to draw that distinction between adventure games and visual novels. Actually, when we were developing the game, when we started to incorporate the interactive elements, many times, the staff would say, "Do we really need this? Why don't we just tell the story as it is?" But I knew, if we did this, it wouldn't be viable on the market. In spite of contrary opinions, we pushed it through.