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Animaroid Girl Director Explains Why the Raising Game Has No Correct Answer

Kuninaga's stated design goal reframes the raising genre's guide-driven structure: by removing the optimal path, the ending's value rests on the choices the player and the girl accumulated together rather than on a target outcome.

Reporting from 1 source: 4Gamer.net.

Animaroid Girl Director Explains Why the Raising Game Has No Correct Answer

Animaroid Girl, a raising adventure about a girl undergoing anima-ization into a beastfolk, is at Tokyo Game Show 2026, running September 17 to 21. Director Masaya Kuninaga said the game deliberately withholds a correct answer so players choose by their own feelings and accept the result. The player is both researcher and guardian, spending one year with the girl in Kowloonoid City, modeled on Hong Kong's Kowloon Walled City.

Kuninaga said the idea grew from an interest not in raising games themselves but in the feeling they produce, the sense of affecting someone's future. That is why the player sits on both sides of the relationship, as researcher and as guardian.

Anima-ization can progress, change direction, or stop depending on choices, and the ending shifts with it. Kuninaga said an ending the player did not plan is not automatically a bad one, because it is a goal reached after player and girl accumulated choices together. Kowloonoid City takes its model from Hong Kong's Kowloon Walled City.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

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