Our first prototype ultimately failed.
At the time, we didn't fully understand why.
Looking back today and rereading the original design documents, however, the reasons have become surprisingly clear.
The problem wasn't game design.
Nor was it a lack of technical ability.
What we lacked most was a clear core concept:
What kind of experience did we want players to have?
In this article, I'd like to revisit our original prototype design documents and reflect on where we went wrong.
Looking through the specifications, the goals of the prototype were actually very simple.
Online multiplayer
Rhythm-based call-and-response gameplay
Controlling both the ship and the characters
Combat
All of these would eventually become the foundation of Ratatan.
At this stage, our thinking wasn't wrong.
The prototype was meant to validate the core gameplay.
However, as I continued reading through the documents, I started noticing something strange.
The overall game flow already included systems such as:
Combat
Cooking
Crafting
Farming
Gathering
Character progression
In addition, the documents carefully defined the roguelite structure, the world setting, the target audience, and the overall direction of the game.
All of these are important when building a complete product.
But not when building a prototype.
At the prototype stage, we didn't need to build an entire game.
We only needed to answer one question:
Is the core gameplay actually fun?
Looking back now, we had already begun trying to make the entire game before proving its foundation.
As I continued reading, another interesting discovery stood out.
The documents describe turning almost every action into rhythm gameplay.
Combat.
Repairing.
Cooking.
Refueling.
Transporting.
The idea of integrating rhythm into every aspect of the game was already there.
However, one important question had never been answered.
What exactly should feel satisfying about the rhythm?
At the time, we were designing a system where players could freely perform actions through rhythm commands.
But that's simply a gameplay mechanic.
We still hadn't defined the player experience we wanted to create.
One page in particular left a strong impression on me.
It describes the idea of creating enjoyment through interactions between characters.
The direction itself wasn't wrong.
But it stopped there.
Today's Ratatan is built around a much clearer core experience:
Connecting rhythmic phrases that naturally flow together, creating the satisfying feeling of riding the rhythm.
Back then, we hadn't reached that realization yet.
We had designed systems.
But we hadn't found the words to describe the experience itself.
Looking back, this is what stands out the most.
The prototype didn't fail because of balance problems or poor controls.
We never reached the stage where those things could even be evaluated.
Later, when looking back on this period with Hiroyuki Kotani, we both came to the same conclusion.
We should have established a world and characters capable of supporting a globally successful IP before building the game itself.
Before discussing gameplay, we still lacked the foundation of the work itself.
That is why we chose to stop the prototype and rethink the entire direction.
At the time, it was a painful decision.
Looking back now, it was absolutely the right one.
Revisiting these early documents today gave me a surprisingly clear picture of what we were trying to achieve—and where we became lost.
Many ideas that eventually became Ratatan already existed.
But we still hadn't found the central idea capable of unifying them into one game experience and one complete work.
The prototype never reached completion.
Yet it taught us exactly what had been missing.
And that answer would emerge during the next major turning point.
The prototype taught us that before building a game, we first needed to build a world.
In the next article, I'll look back on meeting character designer Nelnal, and how Ratatan's visual identity and world began to take shape.