Yoko Taro on Nier: Automata's Intentionally Complex Narrative
Game Development/Games

Yoko Taro on Nier: Automata's Intentionally Complex Narrative

Director Yoko Taro reveals his intentions behind creating a perplexing story in Nier: Automata.

Nier: Automata is a game that challenges players with its multifaceted story. Director Yoko Taro shares that he intended to create something that was inherently perplexing, even to himself. He referred to storytelling as akin to shaping a cube from clay. “I would say that building a story is like making a cube out of clay. You make it, but every time you look at it, you find a side that’s crooked.”

In a recent discussion, Taro elaborated on his writing philosophy while donning his iconic Emil mask from Nier. He expressed a desire to offer each project a fresh perspective:

“At the start, I wanted a new ‘starting point each time’ and ‘something different to write.’
Translation: At the start, I wanted a new ‘starting point each time’ and ‘something different to write.’

He contrasted it with his previous works like Drakengard and Nier Replicant, emphasizing the importance of creating a story that might confuse players. He stated,

“Automata’s story progresses while holding some of these situations that are difficult to understand. I aimed for a story I’d have trouble grasping myself.”
Translation: Automata’s story progresses while holding some of these situations that are difficult to understand. I aimed for a story I’d have trouble grasping myself.

As he reflected on the experiences of developing Nier: Automata, Taro confidently acknowledged,

“Mission accomplished, I’d say.”
Translation: Mission accomplished, I’d say.

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